Blueprint
Client
Server Queue Client Subsystem (Game Instance subsystem) is everything a client needs to queue for a server.
Functions
| Function | Description |
|---|---|
| Set Auth Ticket | The ticket sent to the server's auth provider. Call before Join Queue |
| Join Queue | Queues for a server (host[:beacon port]) and travels there when a slot is ready |
| Join Queue With Party | Queues as party leader with the listed member ids |
| Join Queue As Party Member | Joins the leader's party in the queue |
| Leave Queue | Leaves the queue |
| Travel To Server | Travels to the server with the reserved slot, when Auto Travel On Slot Ready is off |
| Connect To Server | Connects to a server's queue beacon without queueing, for example to ping it |
| Disconnect | Closes the beacon connection |
| Ping | Pings the beacon; the answer arrives in On Pong |
| Get State | The client state, see below |
| Get Queue Position, Get Queue Length | Position and length in places; a waiting party counts once |
| Get Estimated Wait | Estimated wait in seconds |
| Is In Party, Get Party Num Joined, Get Party Size | Party progress while waiting |
Events
| Event | When |
|---|---|
| On State Changed | The client state changed |
| On Queue Updated | New position, queue length and wait estimate |
| On Party Updated | How many party members are in the queue, out of the party size |
| On Slot Ready | A slot is reserved; the client travels unless Auto Travel On Slot Ready is off |
| On Join Refused | The queue refused the join, with the reason (below) |
| On Reservation Expired | The reserved slot was not used in time |
| On Welcome | Connected to the queue beacon (and verified, with an auth provider) |
| On Pong | Answer to Ping, with the round trip and the server's info |
| On Rejected | The server rejected the connection: protocol mismatch, no usable player id, or shutting down |
| On Connection Lost | The queue connection is gone and the client stopped trying, or the server refused to verify the player |
Client states
| State | Meaning |
|---|---|
| Idle | Not connected to a queue |
| Connecting | Connecting to the server's queue beacon |
| Connected | Connected, not in the queue |
| Queued | Waiting in the queue |
| Slot Ready | A slot is reserved; the client may travel to the server |
| Reconnecting | Lost the queue connection and trying to get the position back |
Join results
| Result | Meaning |
|---|---|
| Slot Ready | A slot is reserved for the player; it may connect now |
| Queued | The player waits in the queue |
| Already In Game | The player already holds an active slot on the server |
| Queue Full | The queue is at Max Queue Length |
| Invalid Player | The player id is not usable |
| Party Too Large | The party has more players than Max Party Size or the server's slots |
| Party Not Found | The party leader is not in the queue with a party (yet) |
| Not In Party | The party leader did not list this player |
| Party Disbanded | The party left the queue: the leader left, or it was removed |
Blueprint library
Server Queue Blueprint Library:
| Function | Description |
|---|---|
| Format Estimated Wait | Turns seconds into display text |
| Get Client State Text | Display text for a client state |
| Get Session Queue Length | The number of waiting players on a session search result, see Server browser |
| Get Player Queue Id | The queue id for a unique net id, for parties |