We would like to output the ‘Server ID’ into our client’s log after matchmaking. Then we can use the ‘Server ID’ to find the server logs within the Game Manager’s server archive.
What is the best way to find out the ‘Server ID’ after matchmaking? Or is there a better way to find the server logs in the Game Manager’s server archive?
Our current solution involves waiting for ‘GetMatchmakingTicket’ to provide the result status of ‘Matched’. We then call ‘GetMatch’ with the ‘Match ID’ to get the IP address and ports of the server. Then we are using cloud script to call ‘GetMultiplayerServerDetails’ to get hold of the ‘Server ID’ using the ‘Match ID’.
The call to ‘GetMultiplayerServerDetails’ fails when the ‘Match ID’ is from backfill. Currently we can only get hold of the ‘Server ID’ when initially matchmaking. When using matchmaking with backfill the ‘Match ID’ is different to the server’s ‘Session ID’ and the ‘Server ID’ cannot be retrieved using ‘GetMultiplayerServerDetails’.
Seems like the ‘Server ID’ is an essential piece of information for the client to have. Is there a reason why the ‘Server ID’ is difficult to obtain on the client, or are we missing something here?
We are currently using the Unreal PlayFab Marketplace Plugin version 1.52.210111
Thanks,
Phil.