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When using FlexMatch with a third-party hosting solution like i3dNet through GameLift Anywhere, there are specific considerations to ensure proper integration.
FlexMatch can be used in two ways: as a standalone service or with Amazon GameLift Servers hosting. Since you're using GameLift Anywhere with third-party servers, you need to ensure the proper flow of information between the matchmaking service and your hosting solution.
For your scenario with GameLift Anywhere, after FlexMatch forms a match, the game session queue should locate the best available game server for the match. When your ticket is stuck in the PLACING state and timing out, this indicates that the queue is unable to successfully place the game session on your Anywhere fleet.
Here are some key points to check:
- Ensure your game servers are properly registered with GameLift Anywhere and are reporting as ACTIVE.
- Verify that your game session queue is correctly configured to target your Anywhere fleet.
- Make sure your game servers are implementing the required GameLift Server SDK callbacks, particularly onStartGameSession, to properly receive and handle match data.
- Check that your game servers are providing valid connection information when registering with GameLift.
- Ensure your match placement service is correctly coordinating with your hosting system to start new game sessions and acquire connection information.
With third-party hosting, you need to ensure that after a match is formed, your system can properly locate an available hosting resource and coordinate with your existing hosting system to start a new game session with the match data. The connection between FlexMatch and your game servers needs to be properly established so that match results can be passed to the game server to set up the game session.
Sources
FlexMatch matchmaking process - Amazon GameLift Servers
How Amazon GameLift Servers FlexMatch works - Amazon GameLift Servers
Adding FlexMatch matchmaking - Amazon GameLift Servers
