Microsoft Azure PlayFab logo
    • Multiplayer
    • LiveOps
    • Data & Analytics
    • Add-ons
    • For Any Role

      • Engineer
      • Designer
      • Executive
      • Marketer
    • For Any Stage

      • Build
      • Improve
      • Grow
    • For Any Size

      • Solo
      • Indie
      • AAA
  • Runs on PlayFab
  • Pricing
    • Blog
    • Forums
    • Contact us
  • Sign up
  • Sign in
  • Ask a question
  • Spaces
    • PlayStream
    • Feature Requests
    • Add-on Marketplace
    • Bugs
    • API and SDK Questions
    • General Discussion
    • LiveOps
    • Topics
    • Questions
    • Articles
    • Ideas
    • Users
    • Badges
  • Home /
  • API and SDK Questions /
avatar image
Question by Amitai Mazliah · Nov 29, 2020 at 09:30 PM · Matchmakingmultiplayer

matchmaking regions latency

Hi all

I followed the guide on matchmaking which is integrated with playfab server.

I made a queue with latency rule, and I send the matchmaking request like described here

Specifying attributes with your tickets - PlayFab | Microsoft Docs

My question is, how do I calculate the latency of the player per each region?

any best practice? like when and how to get the latency?

Should I calculate the latency before matchmaking request? or once every x mins?

thanks in advanc

Comment

People who like this

0 Show 0
10 |1200 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
Best Answer

Answer by Rick Chen · Nov 30, 2020 at 08:48 AM

To measure the latency of the player per each region, you could implement the following in client side:

  1. Call ListQoSServersForTitle. This provides hostnames to PlayFab's QoS (Quality-of-service) beacons.
  2. Create UDP socket.
  3. Send a single UDP datagram to port 3075 on the QoS server. The message content must start with 0xFFFF (1111 1111 1111 1111).
  4. The server will reply with a single datagram, with the message contents having the first 2 bytes "flipped" to 0x0000 (0000 0000 0000 0000). The rest of the datagram contents will be copied from the initial ping.
  5. Measure the time between sending the UDP message and receiving a response.

Please refer to this document: Using Quality-of-Service (QoS) beacons to measure player latency to Azure

You could collect the latencies and put them in the matchmaking request for region selection rule. It is up to you to decide how often to calculate the latency.

Comment

People who like this

0 Show 0 · Share
10 |1200 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Navigation

Spaces
  • General Discussion
  • API and SDK Questions
  • Feature Requests
  • PlayStream
  • Bugs
  • Add-on Marketplace
  • LiveOps
  • Follow this Question

    Answers Answers and Comments

    4 People are following this question.

    avatar image avatar image avatar image avatar image

    Related Questions

    LogIn Debug : Failed: PlayFab Failed: GetMatchmakingTicket: /Match/CancelMatchmakingTicket: The ticket is already completed. UnityEngine.Debug:Log(Object) 1 Answer

    How can I connect players to the game server? 1 Answer

    Matchmaking with Multiplayer Server Question 1 Answer

    [Unity3D] How to retrieve SessionId on Multiplayer Server after Matchmaking succeeded? 2 Answers

    I cant implement matchmaking or connect to server logic. 1 Answer

    PlayFab

    • Multiplayer
    • LiveOps
    • Data & Analytics
    • Runs on PlayFab
    • Pricing

    Solutions

    • For Any Role

      • Engineer
      • Designer
      • Executive
      • Marketer
    • For Any Stage

      • Build
      • Improve
      • Grow
    • For Any Size

      • Solo
      • Indie
      • AAA

    Engineers

    • Documentation
    • Quickstarts
    • API Reference
    • SDKs
    • Usage Limits

    Resources

    • Forums
    • Contact us
    • Blog
    • Service Health
    • Terms of Service
    • Attribution

    Follow us

    • Facebook
    • Twitter
    • LinkedIn
    • YouTube
    • Sitemap
    • Contact Microsoft
    • Privacy & cookies
    • Terms of use
    • Trademarks
    • Safety & eco
    • About our ads
    • © Microsoft 2020
    • Anonymous
    • Sign in
    • Create
    • Ask a question
    • Create an article
    • Post an idea
    • Spaces
    • PlayStream
    • Feature Requests
    • Add-on Marketplace
    • Bugs
    • API and SDK Questions
    • General Discussion
    • LiveOps
    • Explore
    • Topics
    • Questions
    • Articles
    • Ideas
    • Users
    • Badges