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MatchMaker Plus

Discussion in 'Assets and Asset Store' started by LevonRavel, Nov 18, 2015.

  1. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    Coming Soon



    Features

    Works with ANY Network solution (RakNet, Unet, Photon, Bolt, etc)
    Unity Independent / Stand-Alone
    No CCU Limits
    Ban Devices


    100% connectivity (No Nat punch-through required)
    Command Station ( controls server )

    Fully customizable rooms and high score listings
    Handles more then one game title
    Load profiles from any device
    Save any class to the server
    Runs on Amazon cloud

    Network Latency tester
    Multi chained server option


    Cost: $50.00 per server

    What is MatchMaker Plus(MM+)?

    MM+ is a matchmaker with class saving abilities, it also eliminates any Nat punch-through issues. In a nut shell the matchmaker host all of the matches created by the clients allowing a 100% connection between any device that is connected to a network.

    MM+ has a three part system matchmaker, client, your game server. The game server will be uploaded or saved next to this instance. Then a database will be created from category's and serialized classes specified by the developer.

    Why use MatchMaker Plus?

    To save your self a ton of money, with MM+ you may host on your computer or on Amazon Cloud but not only that, what Match Makers have all the cool features this one does?

    How much does Amazon Cloud Hosting cost?

    T2.Micro is $75 a year all up front, they also have a three year term at $150, or if both of these are out of your price range and want to pay monthly that have that option too at $6.25 a month. So now that you have this information you might want to continue to read about the matchmaker.

    What is the Command Station?

    The command station will be a stand alone application that allows control over MM+ and will include the following:
    • Being able to set the server port
    • List view of all the games hosted by MM+
    • Show current connections per game
    • File manager ( allows viewing / modifying files )
    • High Score viewer per each game
    • Device banning
    • Max Connection regulator
    • Update games on the fly without having to go through google / ios.
    • Update messages in client games.
    • Drag and drop to upload game servers to cloud
    • Delete files on cloud server
    When is the release data?

    At the moment the initial release is unknown :( . I am currently debugging and implementing the command station. This new feature will replace the flash packet that is in the video below, it really feels bulky all in one engine so now its stand alone.

    MM+ API















    MM+ Command Terminal ( Example it is not finished so polished will be different )


    Recent changes over night 12/9/2015








    When you hover the mouse it will popup this bubble to view easier but alt prtsc cut off a portion






    Videos (Legacy) Everything is now pushed into an API

    Flash Packet Overview



    Game Settings Overview



    Game Integration



    Best Regards
    NumbApple Interactive.
     
    Last edited: Dec 14, 2015
    Lnoldori and the_game_maker like this.
  2. ax0079

    ax0079

    Joined:
    Jul 3, 2015
    Posts:
    7
    Sounds interesting,I am searching for a match maker for a long time for my arena game. Can it use in Mac? I am a Mac developer.
     
  3. LevonRavel

    LevonRavel

    Joined:
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    Posts:
    177
    Yes you may test against the server locally in Mac, funny you mention this as the executable is a Windows extension and runs on Linux via mono MM+.exe. Most people do not know that Mac and Linux both are derived from Unix, in anycase you will need to do this in the terminal direct the directory to the matchmakers executable then type. /Applications/Unity/MonoDevelop.app/Contents/Frameworks/Mono.framework/Versions/2.10.12/bin/mono mono. When you want to execute the server open the terminal direct to the exe path and type ./mono ServerFileName.exe it will fire right up. Please note after /Versions/x.xx.xx <-- your version will have to be placed here.

    Best Regards
    NumbApple Interactive,
     
    Last edited: Nov 19, 2015
  4. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
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    177
    I mentioned above that I could not make a one size fits all, I have decided to make another class for HighScores that will be editable just like the PlayerData class. With this everyone should be able to customize their score boards how they wish, The source code will still be needed if you want to adjust the logo, what console lines are printed, and the return responses. I did not want to edit the main body as it will add on to the read.

    Also a side note the screenshots now differ because of my recent logo change I do not think it will be changing again as I really like the new one feels edgy / more defined and gives a bold stand. Hopefully everyone will feel the same.

    Best Regards
    Numb Apple Interactive,
     
  5. RickyX

    RickyX

    Joined:
    Jan 16, 2013
    Posts:
    280
    Yeah this is something we all need.
     
  6. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    This is a backend server right? I see you run inside Unity, why not a standalone?
     
  7. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
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    this is standlone, the matchmaker is an .exe not sure if you noticed that from the images. MMP.exe is the matchmaker the server is your game server instance in the screenshot case TestGame.x86_64 was side loaded to the matchmaker. When a client request a match to be made the matchmaker will open it on amazon and tell the host what port to connect to. After that any other players may join. This also eliminates the problem when the host leaves the game as the game does not depend on the hosts connection.

    Take a look at the screenshot of Amazon Ec2 Running MM+ you will see mono MMP.exe. This is the way to run c# type programs on a linux based os. Completely compiled in Visual Studios not in Unity, would make no sense to run an engine in an engine. :)

    I am still working on MM+ maybe a few more days of debugging then I will have to bundle it up, Hopefully this is something everyone will be looking forward to using.

    The image that maybe threw you off were inside the unity editor, The scriptable object you are seeing is the flash method to set the server up whilst running, You can change the exe port its running on, or you can add comments to the server that way when someone joins your game the server will notify them with whatever you wish. The matchmaker will even pass updates of your game without having to update through google / ios. The other settings are for your game, I still have to make a tutorial please stay tuned.

    Best Regards
    NumbApple Interactive,
     
    Last edited: Nov 22, 2015
  8. the_game_maker

    the_game_maker

    Joined:
    Nov 15, 2014
    Posts:
    65
    Wow @LevonRavel ! I might just get this! Will you be giving away the source code to those who buy
     
  9. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
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    At the moment the server will stay compiled, none the less I have put a ton of thought into the whole project. With the way things are setup the matchmaker should rely completely on the needs of the developer. Rooms can be edited to your desire for a listing you may have what ever you wish as an example. Room name / current players / max players / map type / player rank , the playerdata class is also based on your needs pretty much the whole matchmaker is custom fit to the developer. So for now the source will be closed then in the future maybe opened. I really want to leave it open but from all of the piracy, and unity allowing assets that are available on TurboSquid for free but charged on the asset store is really questionable.

    I hope you understand this issue and still decide to embark with MM+, Once I have a few videos up I am more then sure you will want to use this asset.

    Best Regards
    NumbApple Interactive,
     
    Last edited: Nov 23, 2015
  10. ax0079

    ax0079

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    is it a Multithreaded Server?
    how many client expected can run at the same time in amazon basic free server?
     
  11. LevonRavel

    LevonRavel

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    Is it a Multi-Threaded Server?

    Yes, each client that connects will have their own thread, this thread is terminated once the client closes the connection.

    How many clients expected can run at the same time in amazon basic free server?

    simultaneous connections are dependent on server specifications - and accounts are endless as long as you have hard drive space

    Please keep a close eye on this project a few videos will be arriving shortly with actual integration to a real game.

    Best Regards
    NumbApple Interactive,
     
    Last edited: Nov 25, 2015
  12. RickyX

    RickyX

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    Jan 16, 2013
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    Hello,
    did you test how many users it can handle ? I'm curious about that.
     
  13. LevonRavel

    LevonRavel

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    How many clients expected can run at the same time in amazon basic free server?
    simultaneous connections are dependent on server specifications - and accounts are endless as long as you have hard drive space
     
  14. RickyX

    RickyX

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    Nvm, i'm stupid.
     
  15. LevonRavel

    LevonRavel

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    No, question is a stupid question maybe it was an accident possibly just overlooked it. No problems :)

    Best Regards
    NumbApple Interactive,
     
  16. the_game_maker

    the_game_maker

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    @LevonRavel will this be out before christmas? Also will you need something like photon or UNET?
     
  17. LevonRavel

    LevonRavel

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    I am hoping to release before Christmas, right now I am working out the logic for saving player data / highscores / room information. Before MM+ would create multiple files now I have moved to a serverless database debating on SQLite / LiteDB. The performance difference should be quite noticable, and wont require any extras on the developers part. As for the network solution you decide to use it doesnt make a difference, you could roll your own network solution and this will still work with it. MM+ is also engine independent so you could import into cry engine and use it there also..

    Just want to make sure I get this right before releasing, Forgot to mention I am stripping the FlashPacket out and creating a standalone application to be able to view / set server information.
    More on this later though, just edited my post went with LiteDB.

    Best Regards,
    NumbApple Interactive
     
    Last edited: Nov 30, 2015
  18. LevonRavel

    LevonRavel

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    Feb 26, 2014
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    I have now made the MM+ API accept any serializable class, So instead of pushing developers to use the classes I have setup you can save anything. I will have to create a video tutorial on the new api but trust me this is way nicer then what I was going to implement before.
     
  19. Masochist

    Masochist

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    looks nice
     
  20. RickyX

    RickyX

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    The fact it's standalone is amazing, keep the good work up, this could turn out great.
     
  21. maglat

    maglat

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    Any news about the release date? :)
     
  22. LevonRavel

    LevonRavel

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    Still in progress sorry guys, The server is running fine but the integration is not friendly atm.