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Open Match lobby [bounty: 666 XTR] #2632
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Hi @DreadKnight, So I wanted to know whether this Nakama issue can be refactored and revamped or will be just removed totally? |
@codemaster321 Heya! This issue is first vital step towards having functional online multiplayer feature -> https://github.com/orgs/FreezingMoon/projects/11 Nakama gets removed in the process and replaced with Open Match, as it was bloatware since we only used it for lobbies. |
Aight. I will have a look into it |
@codemaster321 Cool, if the stuff makes sense and you think you can manage, let me know and I'll assign you to it. No pressure 🐻 |
can you assign me? |
@RajVerma97 Alright, assigning. Keep me updated. Usually there's 2 weeks soft deadline on issues, thought this one is a bit more complex stuff. |
sure |
Right now is not that much, about $30. Having online multiplayer and giving it some time, the price will rocket 🚀 |
got it |
@DreadKnight i checked for the open match by google .it actually requires a google console cloud account with some credits but my account has already been over limit ,so i would another google account for settings up the open match with some credits. Do you have any? |
@RajVerma97 Will poke at it soon and figure the best way to approach this. The other 2 important things needed for online multiplayer allow for having a team. I think that might be possible as well for the Google development stuff. Anyway, with this kind of thing, you usually deploy locally (via Kubernets) and develop, then take it to the next step, going online. See docs here https://open-match.dev/site/docs/getting-started/ |
oh thats terrible. |
As the name says, it's a demo. I haven't tried it out, so not sure what it offers or how it looks. |
got it |
I've managed to create organization in Google Cloud and the project. Can add person to the team and we would have $300 credit for 91 days. This should make it easy to deploy Open Match via Kubernetes, just like in the official docs. This would give us time to experiment with stuff and hopefully will be able to eventually move to Qoddi.com when they sponsor the project once again, as I've found some info about running Kubernetes inside Docker using KinD -> https://github.com/googleforgames/open-match/blob/main/docs/development.md - kinda wish stuff was way less nerdy tbh; will open new issue for the migration eventually if needed. |
i have implemented the open match client and used it in my connect.js and match.js.also how do i test these features as i am not able to register for the Multiplayer .i tried that both on localhost and on |
@RajVerma97 You don't register for multiplayer, because there's no backend online, that was part of Nakama. |
oh! . I got it |
Note: "openMatchWithGoogle" shouldn't contain a brand, rather be more generic, as we'll switch anyway given time. |
@RajVerma97 Heya! Any progress with this? The free credit provided by Google will expire if not used within 3 months 🥲 |
Sorry i have exams thats why i wont be able to work on it |
@RajVerma97 Good luck! Will you resume work after? If so, how long to the exam period lasts? |
oh thank you . I will resume after exams . |
@RajVerma97 How did it go with the exams? |
In order to have online multiplayer feature back up, we need to remove Nakama, as it was problematic and we only used it in order to match players together via its lobby feature, the rest of gameplay is actually p2p (we'll secure it via #1791).
We should even remove it as project dependency and have lobby feature implemented via Google's Open Match -> repo.
Could have this without a user system for the players, having auto-generated unique id's for now, later we'll go for #2032.
Open Match is serverless, so we should be able to host it via our sponsored servers provided by Qoddi, though Open Match uses Kubernets and KinD is needed in order to host those on Docker -> https://github.com/googleforgames/open-match/blob/main/docs/development.md
Note that the current implementation of online multiplayer (using Nakama) hasn't been maintained and is probably broken; it was tested for a while until we bumped into a show-stopping bug that wasn't fixed #2044 since the coder couldn't figure it out and neither did others - so ideally that issue will be fixed or avoided in the process.
This is issue is the first vital step towards having online multiplayer -> https://github.com/orgs/FreezingMoon/projects/11
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