Implementing Team-Based Matchmaking without a Matchmaking Server
Talkat GCAP 2022: Ambition · on Tuesday, 2022-10-04· at 14:00· Room 109, 1 Convention Centre Place South Wharf, Victoria 3006·
summary
Claims a working Unreal Engine plugin that implements team-based matchmaking with no central server by using free EOS and Steam lobby APIs and iteratively merge lobbies until team slots are full. Hosts create match and notification lobbies, enforce deterministic candidate ordering, use timeouts and an abandonment “poison pill,” and port OpenSkill to C++ for balancing. Testing runs Unreal clients in Docker with chaos-kill scenarios (32 parties in tests, two–three weeks to stabilize). Customers use it in production and dedicated-server backfill is supported.
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chapters (16)
- 0:00Team-based matchmaking intro
- 2:09Why no matchmaking server
- 4:16Client-side matchmaking challenges
- 7:45Hosts and clients roles
- 10:16Matchmaking implementation deep dive
- 12:22Queuing and lobby setup
- 15:10Finding and merging lobbies
- 18:22Merge requests and team allocation
- 21:30Finalizing matches and joining servers
- 22:35Handling failures and abandonment
- 25:01Reliability and edge cases
- 26:25Testing matchmaking algorithm
- 28:35Adding skill-based matchmaking
- 29:57Future geographic matchmaking
- 32:10Backfilling game servers
- 34:20Q&A
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