What is the difference between https://learn.microsoft.com/en-us/rest/api/playfab/multiplayer/multiplayer-server/request-multiplayer-server?view=playfab-rest and PlayFabHttp.MakeApiCall("/GameServerIdentity/AuthenticateGameServerWithCustomId"
#PlayFab Unity Request Server API
18 messages · Page 1 of 1 (latest)
these APIs don't have anything in common. The RequestMultiplayerServer will "allocate" a hosted game server instance (convert it from StandingBy to Active) where the other API is related to game_server entities (from a authentication/authorization perspective)
ah thanks @brisk scaffold and what' s the request to go from inactive to standby?
or does that go automatically if a build is inactive?
there's no "inactive" state.
- game server starts successfully -> transitions to Initializing and then StandingBy
- game server is allocated via RequestMultiplayerServer API -> transitions to Active
- game server process is terminated (this is something that you have to do when the session ends) -> PlayFab cleans up and grabs logs
- then a new/fresh game server process is created and the loop starts again
hope this helps, let me know!
is it possible to transition from Initialized to Active with just the RequestMultiplayerServer call?
no, GameServer should go to StandingBy first (by calling the ReadyForPlayers method)
I mean i want the server to just be initialized 24/7 unless I request it, wait for it to spin up and then join with the RequestMultiplayerServer call, I was told this was possible somehow?
yeah, going to StandingBy state should be good, you can add players to it after calling the RequestMultiplayerServer API
let me know if this doesn't answer your question!
thats not what I mean, I mean have them wait in the Initialized state, when requesting servers that are in that state you get a "not enough servers found exception", when using requestMultiplayerserver call
so not in the Standby state, as standby state you pay the full price of the usage of the cores
In the playfab UI you do this by manually setting the Target Standby / Maximum
Okay so more clearly: I want the target standby to be 0 but be able to spin up new servers with a RequestMultiplayerServer call
"Failed to request multiplayer server: MultiplayerServerTooManyRequests - NoHostsAvailableInRegion - No Hosts available in regions 'NorthEurope'"