Fleet Service SDK and Events #
Fleet Service SDK Methods #
The table below contains a list of the SDK methods related to capacity management and game server reporting. These methods are available via the MatchApi
.
Call | description |
---|---|
StartReportCapacityPolling | Lets the platform know that the game server exists and begins to reports its capacity for hosting game instances |
UpdateMaxGameInstance | Allows a game server to reconfigure its max game instance count after report capacity polling has started |
RequestStartGame | If not using the Fleet service, use to request game start data for a known game instance. |
Fleet Service Events #
The following events are related to capacity management and game server reporting.
Unreal | Unity | Trigger |
---|---|---|
FGameStartEvent OnGameStart; | public event Action<GameStart> OnGameStart; | A game instance is started. The game server receives game instance data on this event. |
FOnGameStartFailedEvent OnGameStartFailed; | public event Action<Error> OnGameStartFailed; | An error occurs while attempting to start a game instance. The game server will not continue reporting capacity or receiving new game instances until StartReportCapacityPolling is called again. |
FKeepAliveFailedEvent OnKeepAliveFailed; | public event Action<PragmaId, PragmaError> OnKeepAliveFailed; | The platform fails to process a keep alive request. |
FGameInstanceTerminationEvent OnGameInstanceTermination; | public event Action<GameInstanceTerminationV1Notification> OnGameInstanceTermination; | The platform decides to terminate an in progress game instance. An example of this firing is when a game instance has failed to heartbeat due to connection issues to the platform. Calling EndGame will not cause this event to fire. |