~/talk

Implementing Team-Based Matchmaking without a Matchmaking Server

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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.

AI-written summary · about

  1. 0:00Team-based matchmaking intro
  2. 2:09Why no matchmaking server
  3. 4:16Client-side matchmaking challenges
  4. 7:45Hosts and clients roles
  5. 10:16Matchmaking implementation deep dive
  6. 12:22Queuing and lobby setup
  7. 15:10Finding and merging lobbies
  8. 18:22Merge requests and team allocation
  9. 21:30Finalizing matches and joining servers
  10. 22:35Handling failures and abandonment
  11. 25:01Reliability and edge cases
  12. 26:25Testing matchmaking algorithm
  13. 28:35Adding skill-based matchmaking
  14. 29:57Future geographic matchmaking
  15. 32:10Backfilling game servers
  16. 34:20Q&A
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