Expand description
Multiplayer lobby system: lobby management, browser, matchmaking, team assignment, ready-checks, and voice-chat metadata.
Structs§
- Backfill
Job - Fill an existing game’s open slot.
- Game
Mode - Opaque game-mode identifier.
- Lobby
- A single server-side lobby instance.
- Lobby
Browser - Client-side lobby listing with filter/sort and rate-limited refresh.
- Lobby
Config - Immutable configuration set when the lobby is created.
- Lobby
Filter - Filter predicate for lobby listings.
- LobbyId
- Opaque lobby identifier.
- Lobby
Info - Lightweight snapshot of a lobby sent to browsing clients.
- Lobby
Manager - Server-side manager for all active lobbies.
- Lobby
Player - State of one player inside a lobby.
- Match
Preferences - Player preferences for matchmaking.
- Matchmaking
Queue - Player
Id - Opaque player identifier.
- Proposed
Match - A proposed match from the matchmaking system.
- Queue
Entry - Entry in the matchmaking queue.
- Ready
Check - Team
- A single team.
- TeamId
- Opaque team identifier.
- Team
System - Manages team composition and automatic balancing.
- Voice
Chat Manager - Voice-chat metadata manager for a lobby.
- Voice
State - Player’s current voice state.
Enums§
- Lobby
Error - Lobby
Sort - Sort order for lobby listings.
- Lobby
State - Lifecycle phase of a lobby.
- Ready
Check State - Vote-based ready check before game start.
- Team
Balance - Balance strategy for team assignment.
- Voice
Channel - Voice channel type (metadata only — no actual audio transport).