Matchmaking Questions

I have a few questions about Matchmaking in PUN for a MOBA game:
1. Who decides when the game starts (lets say when room is full), PUN or a Master Client.
2. If its the Master Client, what if it drops or freezes.
3. In "Matchmaking Guide" , it explains that if you want to make your own matchmaker, there is a 1-2 second update delay between Client and Server, does this apply to Photon provided matchmaking such as SQL Matchmaking?

Thank you!

Comments

  • Hi @NanguaGames,

    1. Who decides when the game starts (lets say when room is full), PUN or a Master Client.


    PUN doesn't decide anything in terms of starting a game. This is all driven by your game logic. So how to start a game, basically depends on how you want to start it. One way to start a MOBA game for example is to start a countdown timer, after each client has loaded the level. You can search the forum for countdown timers or take a look at the PUN 2 package, which includes a component for a synchronized countdown timer.

    2. If its the Master Client, what if it drops or freezes.


    If the MasterClient leaves the room (it doesn't matter if he disconnects himself or have a network outage or similar), a new MasterClient is chosen and the void OnMasterClientSwitched(PhotonPlayer newMasterClient) callback is called. If the current MasterClient has a local countdown running which should start the game, this won't work if he disconnects or loses the connection. In this case, your game logic has to handle such a scenario.

    3. In "Matchmaking Guide" , it explains that if you want to make your own matchmaker, there is a 1-2 second update delay between Client and Server, does this apply to Photon provided matchmaking such as SQL Matchmaking?


    I think so, yes.