Game Instance Tasks #
Game Instance features are built and customized using a combination of calls and plugin methods. This page describes common game instance operations, along with descriptions of SDK actions and related plugin methods.
Common game instance operations include:
- Send custom data to the game server
- Send custom game data to players
- Verify players
- Enter matchmaking to connect more players
- Reconnect players
- Remove players from a game instance
- End a game instance
- Handle game end failures
For a full list of all available Game Instance calls and methods, see Game Instance Methods, Calls, and Events.
Send custom game data to the game server #
When a game server is allocated a game, the game server SDK calls getGameStartDataV1
to get the game start data.
The getGameStartDataV1
function invokes the Game Instance Plugin’s buildExtGameStart
plugin method once. This method builds the ExtGameStart
payload, which declares custom data to start the game instance.
suspend fun buildExtGameStart(
gameInstance: GameInstance.GameInstance
): ExtGameStart
The getGameStartDataV1
function also invokes the Game Instance Plugin’s buildExtGameServerPlayer
plugin method for each player in the game. This method builds the ExtGameServerPlayer
payload, which declares custom data to send to the game server for a player.
suspend fun buildExtGameServerPlayer(
gameInstance: GameInstance.GameInstance,
player: GameInstance.GamePlayer
): ExtGameServerPlayer
Send custom game data to players #
When a player is added to a game, the OnAddedToGame
event triggers with the ExtAddedToGame
payload.
public event Action<PragmaId, ExtAddedToGame> OnAddedToGame;
The buildExtAddedToGame
function allows for customization of ExtAddedToGame
data to send to the player when they are added to a new game. This data will be sent to the players immediately, even if a game server is still preparing to host the game instance.
suspend fun buildExtAddedToGame(
gameInstance: GameInstance.GameInstance,
player: GameInstance.GamePlayer
): ExtAddedToGame
Verify players #
Pragma Engine can use connection tokens to verify the correct players join a game instance. The player verification process is optional, but recommended for competitive games.
Once a game server calls ConnectPlayers
to indicate that it’s ready for players to join the game instance, players receive a HostConnectionDetailsNotification
, which includes the connection token, as well as basic connection details, such as URL and port. The notification also includes the ExtPlayerConnectionDetails
ext, which can be used to define custom information unique to each player.
The player client needs to provide the connection details to the game server upon joining the game instance. The game server then sends the connection token to the engine via VerifyPlayer
so the engine can validate the token. If the engine determines the token is valid, players can join the game instance.
A player who disconnects and reconnects to the same game instance will receive the same connection token on the MatchReconnectV1Notification
.
Enter matchmaking to connect more players #
Game instances can enter matchmaking to accept more players using the MatchmakingPlugin matchPartiesWithGame
function. (See Add parties and players to active game instances).
When a game instance enters matchmaking, the Game Instance Matchmaking Plugin builds customized data about the game instance (ExtMatchmakingGameInstance
), the parties within it (ExtMatchmakingGameParty
), or the players within it (ExtMatchmakingGamePlayer
). This data will be made available to the matchmaking plugin when comparing game instances.
suspend fun buildExtMatchmakingGameInstance(
gameInstance: GameInstance.GameInstance
): ExtMatchmakingGameInstance
suspend fun buildExtMatchmakingGameParty(
gameInstance: GameInstance.GameInstance,
party: GameInstance.GameParty
): ExtMatchmakingGameParty
suspend fun buildExtMatchmakingGamePlayer(
gameInstance: GameInstance.GameInstance,
party: GameInstance.GameParty,
player: GameInstance.GamePlayer
): ExtMatchmakingGamePlayer
Reconnect players #
Pragma Engine provides a way to reconnect players who disconnect during a game instance. This feature can be configured via the GameInstanceServiceConfig.reconnect
config value with the following options in the GameInstanceReconnect
enum: OFF
, REQUIRED
, and OPTIONAL
. The default value is OFF
.
value | description |
---|---|
OFF | When the player reconnects to the engine, no reconnect to the game instance is attempted. |
OPTIONAL | When the player reconnects to the engine, the game instance reconnect flow is triggered, and the player can accept or decline the game instance. |
REQUIRED | When the player reconnects to the engine, the game instance reconnect flow is triggered, and the player must reconnect to the game instance. |
When the configuration is set to OPTIONAL
or REQUIRED
and the game instance reconnect flow is triggered, the engine sends a MatchReconnectV1Notification
to the player’s client with the game instance details. If the game instance is still active (and if the player accepts the reconnect when the OPTIONAL
value is set), the client uses these connection details to reconnect the player to the active game instance.
When the configuration is set to OPTIONAL
and the player declines the reconnect with DeclineReconnect
, the game server receives a PlayerDeclinedReconnectV1Notification
to inform the game server that the player is no longer expected to return to the game instance. At this point, the game server can invoke removePlayers
for the departing player to provide any details it would like to record about the player’s performance.
ReconnectedPlayer->Session()->GameLoopApi().DeclineReconnect(
UPragmaPartyService::FOnCompleteDelegate::CreateLambda(
[this, OnStepComplete](
const TPragmaResult<> Result)
{
// OnComplete Delegate
}));
var promise = new Promise();
reconnectedPlayer.GameLoopApi.DeclineReconnect(promise);
yield return promise.Future;
Connection details #
The service endpoint matchReconnectV1
is called automatically if a player logs in while their session indicates they’re in an existing game instance. This results in a MatchReconnectV1Notification
being sent to the player’s client, and includes the host connection details. These details can also be requested from a player client using the matchConnectionDetailsV1
endpoint.
Remove players from a game instance #
The game server can call removePlayers
to remove one or more players from an active game instance. Game results and metrics can be stored in the ExtRemovePlayersRequest
payload (for game-specific data) and the ExtRemovePlayer
payload in the list of players to remove (for player-specific data).
Server->MatchApi()->RemovePlayers(
GameInstanceId,
PlayersToRemove,
ExtRemovePlayersRequest,
RemovePlayersDelegate
)
Server.MatchApi.RemovePlayers(
GameInstanceId,
PlayersToRemove,
ExtRemovePlayersRequest,
RemovePlayersCallback
)
After a player has been removed from the party, the Game Instance Plugin onRemovePlayers
is called. This method is used to prepare any custom data (ExtRemovedFromGame
) to send to the removed players.
suspend fun onRemovePlayers(
gameInstance: GameInstance.GameInstance,
playersToRemove: List<PlayerToRemove>,
requestExt: ExtRemovePlayersRequest
): Map<PlayerId, ExtRemovedFromGame>
Removed players will receive the onRemovedFromGame
event with the ExtRemovedFromGame
payload.
RemovePlayers
also invokes the Party Plugin’s returnFromMatch
method and provides a list of the specific players being removed from the game. See Party Implementation for more information.
End a game instance #
EndGame
must be invoked to end the game instance, even if all players have left the game instance.
The game server calls EndGame
to end the game instance and perform end game processes.
Server->MatchApi()->EndGame(
GameInstanceId,
PlayerGameResults,
ExtEndGameRequest,
EndGameDelegate
)
Server.MatchApi.EndGame(
GameInstanceId,
PlayerGameResults,
ExtEndGameRequest,
EndGameCallback
)
After the game instance has ended, the Game Instance Plugin onEndGame
method is invoked to create a new ExtGameEnded
payload per player. This payload can store game results, metrics, grants, and other end game data.
suspend fun onEndGame(
gameInstance: GameInstance.GameInstance,
playerGameResults: List<PlayerGameResult>,
requestExt: ExtEndGameRequest
): Map<PlayerId, ExtGameEnded>
Players removed from the game instance before the game ends can be included in end game processes and receive end game data. This is useful if you have a game that issues additional rewards to players at the end of the game, whether or not they are still active.
Players will receive the onGameEnded
event with the ExtGameEnded
payload that relates to them. This notification indicates that the end of game information has been successfully processed, and the game instance has ended.
EndGame
also invokes the Party Plugin’s returnFromMatch
method and provides a list of players currently in the game instance. This list does not include players previously removed from the game instance. See Party Implementation for more information.
Handle game end failures #
Pragma Engine provides two features to account for situations where the end game request never arrives: Keep Alive Heartbeats and Absolute Timeouts. A game end payload can fail to arrive due to game server crashes, game code bugs, network issues, or malicious actors. These features help release players from a game instance and allow them to reenter the game loop to start a new game instance.
In these failure situations, the player receives an OnMatchTermination
event, including a reason for shutdown.
When the game is forced to shut down, no end game data is processed.
Keep alive heartbeats #
The Keep Alive Heartbeats feature requires game servers to send occasional heartbeats after starting a game instance. This allows Pragma Engine to confirm that the game instance and game server are still operational.
When enabled, Pragma Engine expects a MatchKeepAliveV1
request based on the configured amount of time (keepAliveIntervalMillis
). If the engine doesn’t receive the request after a consecutive set of the configured amount of missed values (keepAliveMissesLimit
), it ends the game instance and returns players to their party, calling the Party Plugin returnFromMatch
method.
Game servers using the Pragma Engine-provided Unreal and Unity SDKs automatically send heartbeats to Pragma Engine on a successful response of the ConnectPlayers
method when this feature is enabled. It does this by starting a background process that makes the necessary MatchKeepAliveV1
requests every keepAliveIntervalMillis
while the match is progress.
The configuration for this feature can be found in GameInstanceServiceConfig
. This feature is enabled by default, with a 30000
milliseconds (30 seconds) value for keepAliveIntervalMillis
in production environments, and a keepAliveMissesLimit
value of 3
.
A separate keepAliveIntervalMillis
configuration for development in dev-defaults.yml
is set to 5000
milliseconds (5 seconds). To modify these values, edit the local-dev.yml
file.
To disable this feature, set the GameInstanceServiceConfig.enableKeepAlive
configuration property to false
.
As a best practice, we recommend against turning off the Keep Alive Heartbeats feature, as it’s critical for game flow health.
Absolute timeouts #
The Absolute Timeouts feature makes Pragma Engine end a game instance after a specified period of time elapses.
To enable this feature, set the GameInstanceServiceConfig.enableAbsoluteTimeout
configuration property to true
and provide a value for GameInstanceServiceConfig.absoluteTimeoutMillis
.
Once enabled, Pragma Engine starts a background task that runs after a configured amount of time (absoluteTimeoutMillis
) passes. If a game instance is still in progress when the background task runs, the engine ends the game instance and returns players to their party, calling the Party Plugin returnFromMatch
method.
This process releases the game instance from the Game Instance Service. The game server itself may still need to end or cleanup the game, and/or shutdown.