#Is there a setting in playfab to auto activate a session for a server?

11 messages · Page 1 of 1 (latest)

whole wedge
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As the title says, currently the only way I see to activate a server so it goes from standby to active, is via matchmaking, but I want to skip matchmaking and mark it as active, is there a way to do it? (I"m in unreal)

flat juniper
whole wedge
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That's the one Im using, but it feels weird to request A server when Im already the server process. So it could be any available server, and not necesarily the process im in.

dawn adder
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The RequestMultiplayerServer API essentially transforms the server from the StandingBy server (state where the server is warmed up and ready to accept players) to Active (players are joining the game). We never take down Active servers, thus the difference in the state.
Can you elaborate more on what you are trying to do?

whole wedge
# dawn adder The RequestMultiplayerServer API essentially transforms the server from the Stan...

Sure thing, RequestMultiplayerServer should, in theory, work.

The issue here is that it only takes a BuildId, not a VM id, making it possible to activate the session on a different machine.

The thing I want to do is this:

I want to auto-activate a session, making it always active, and to have a valid session Id through playfab.

Right now if I tried to do RequestMultiplayerServer since it only takes the BuildId, I can run into the issue of activating the wrong process/server.

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So if would work perfectly if I only had one server, but when there is more than one that doesn't work.

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Unless I'm using it wrong, it can only activate A server, not the specific one I'm in

flat juniper
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Why don't you just have it running forever then? 🙂 and have a wrapper process (like an Azure Function) manage the server and update the ip to connect to on your title data or somewhere else?

whole wedge
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that is quite probably what ill end up doing. although servers last 10 days so infinite is a bit less than infinite lol.

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I'm ok with that though, although I mostly wondered if some sort of "auto-activate" checkbox was somewhere

dawn adder
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no, we don't have any auto activation. The usual flow we see in multiplayer games is this:

  • player connects to the matchmaker/lobby service
  • the service does the matchmaking
  • when there are enough players to start a session, the matchmaker/lobby service calls the RequestMultiplayerServer for a specific Build (aka server version) and a set of preferred regions
  • the RequestMultiplayerServer call returns the IP:port tuple where players can connect to, after it has set the server to Active