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We are building a game for which the basic matchmaking setup is not intended. Essentially, we have pre-created rooms on the server, and users can connect to specific rooms. You can imagine it like a page with tournaments, where you select the one you want to join, each associated with a room ID.
Currently, we are doing this in the following way:
On server startup, we create the rooms and store their IDs in the tournaments table using the matchmaking API.
When a user selects a tournament, we join the room by ID on the client-side.
Naturally, we have the problem of multiple users joining the room simultaneously, which can result in some being left out. In short, we need a queue system where users wait for their turn to join as others lose their games and get kicked out.
Is there a good example of this? How would you recommend implementing it? I've looked at the reserveSeatFor function, but it doesn't allow specifying an exact room ID.
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Hey 👋
We are building a game for which the basic matchmaking setup is not intended. Essentially, we have pre-created rooms on the server, and users can connect to specific rooms. You can imagine it like a page with tournaments, where you select the one you want to join, each associated with a room ID.
Currently, we are doing this in the following way:
Naturally, we have the problem of multiple users joining the room simultaneously, which can result in some being left out. In short, we need a queue system where users wait for their turn to join as others lose their games and get kicked out.
Is there a good example of this? How would you recommend implementing it? I've looked at the
reserveSeatFor
function, but it doesn't allow specifying an exact room ID.Thank you!
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