Hello!
Currently trying out and implementing logic pertaining to the new Public Preview Lobbies.
I'm using Unity and the PlayFab Multiplayer SDK for Unity.
- When PlayFabMultiplayer.OnLobbyFindLobbiesCompleted fires, all the lobbies in the result has 0 MaxMemberCount and 0 CurrentMemberCount. Is this expected or a known/unknown bug?
- In my studios' title game, Lobbies aim to be as short-lived as when the last player leaves the game session. I currently have many "Ghost" lobbies present, which is because I forgot to call Lobby.Leave.
Since we are in development, every time the game boots up, a new account is created:
var request = new LoginWithCustomIDRequest { CustomId = RandomString(10), CreateAccount = true };
This means that as far as I know, I can not log into these accounts again, and their lobbies seems to be alive forever (?).
- Is a lobby alive indefinitely until the user actually calls Lobby.Leave? I recently purged all the "Test users" of my title, but the lobby is still alive.
- Is there a way that I can kill these lobbies by hand without having access to the user that created them?
3. What are the accepted Keys to a SearchProperty?
https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/lobby/lobby-properties only mentions the limitation, but not the actual approved keys.
3b. We are wondering if additional information about the lobby could somehow be synced in e.g a SearchProperty. For now we had the idea to include the state of the actual game (In Game creation, In the actual game playing level x, etc).
Thanks!