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matchamking, Systems - Coggle Diagram
matchamking
2 vs 2 - Group Matchmaking
Random teammates Situation
first will Matching for temmates and then will use that mached data for group matchmaking(will find another matched group).
will use single player matchmaking for finding other teammates and connecting in lobby
Keep All Player That Matched as teammate
Friends as teammate Situations
direct invite friend as a teammate
use invited friends, and create a matched teammate
and at the end will use matched teammate for 'Group Matchmaking system' and process will be pretty much similar like 'single player matching'. and here we will search for another 'treammate matched'.
simple matchmaking (single plyer matchmaking)
First wil create a session Ticket for matchmaking.
Set Rules or settings for matchmaking under the Attribute in current sessionTicket.
ticket is submitted to a matchmaking queue(mode). and player can have two or more mode selected for matchmaking at same. and player will be match with only one that is available or matched first.
To define a queue, you must create a queue configuration. The matchmaking service will attempt to fill the match to the max size provided, but if insufficient tickets are available a match of the minimum size can be generated.
Example Configration
queue name and the match size (a minimum and maximum number of players).
If you have different game modes with different match size requirements, it is best to create multiple queue configurations. For more advanced matchmaking scenarios, queue rules can be configured.
Supported rules type
String equality rule: ensures that a string attribute is the same across all tickets in a match.
Difference rule: ensures that the absolute difference for a number attribute between any two tickets in a match is less than a configured maximum difference.
Set intersection rule: ensures that for a given attribute that is a list of strings, all tickets in a match share at least as many values as is configured.
Match total rule: ensures that the sum of a number attribute across all players in a match is within a configured range.
Region selection rule: ensures that the latency to a common data center for all users of the match is less than a configured max value.
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Systems
LogIn
LogIn With Any T (using spacific Auth options as T, like: fb,GPG,Apple,etc.)
Saving T Response Data recieved from Tlogin
Using T Data With PlayfabLoginWithT
wallah You Loged In Success
And after all that we can access player's details. like player avatar, name, email, etc. to use in matchmaking process and many more.
A key recieved from (T)API and other player Data : name, Avatar Url, email, etc.