Passive Multiplayer

Implementing passive multiplayer gameplay is accomplished differently depending on the game, if it is entirely asynchronous or has some elements of real-time gameplay. This guide provides a high-level example for a game that is entirely asynchronous.

In this model a group is used to represent the multiplayer match, with any match participants being members of this group.

For this example the owner of the group is the system user, but it can also be an individual user that creates the group (match).

With the groupId returned after the group is created, players can join directly or be added via server runtime function.

The match state for it is stored in a collection, with each match’s group ID used as the key:

During the course of the match, RPC functions can be used to update the match state and send notifications to the participants.