#PlayFab Unity Request Server API

18 messages · Page 1 of 1 (latest)

limpid gyro
brisk scaffold
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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)

limpid gyro
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ah thanks @brisk scaffold and what' s the request to go from inactive to standby?

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or does that go automatically if a build is inactive?

brisk scaffold
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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
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hope this helps, let me know!

limpid gyro
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thanks this explains

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@brisk scaffold

limpid gyro
brisk scaffold
limpid gyro
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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?

brisk scaffold
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let me know if this doesn't answer your question!

limpid gyro
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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

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so not in the Standby state, as standby state you pay the full price of the usage of the cores

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In the playfab UI you do this by manually setting the Target Standby / Maximum

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Okay so more clearly: I want the target standby to be 0 but be able to spin up new servers with a RequestMultiplayerServer call

limpid gyro
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"Failed to request multiplayer server: MultiplayerServerTooManyRequests - NoHostsAvailableInRegion - No Hosts available in regions 'NorthEurope'"