Overview of Season resets in the rating system
game_slug per stage (e.g., beta, int, prod).website·Indexed 32 days ago
https://docs.idem.ggDocumentation for Idem, a matchmaking service for multiplayer games. It features player-based and server-based architectures, a stateless self-hosted option, and integrations with Unity, Unreal Engine, Steam, Firebase, Hathora, and Edgegap. The platform provides REST and WebSocket APIs for managing matchmaking queues, player stats, leaderboards, and seasonal rating systems.
game_slug per stage (e.g., beta, int, prod).Idem Cloud provides matchmaking-as-a-service for multiplayer games, focusing on skill management and match optimization. Key features include:
IdemIntegrator plugin. This plugin manages the interaction between Pragma and IDEM and is written in Kotlin. The integration involves adding the IDEM client library to the Pragma ext module and implementing logic within the Matchmaking and GameInstance plugins.waiting_rooms, which allow players submitted independently to wait for each other before being submitted to matchmaking as a single party. A waiting room is uniquely identified by a Steam lobbyId and a custom sessionId. Idem verifies the lobby's existence on Steam and checks the member list to ensure only authorized players are added to the waiting room.servers list (either as a Location List or Ping-map) with each request. The matchmaker uses this list to ensure players have a sufficiently low latency between them before Edgegap finalizes the specific server location for the match.In the player-based architecture, players are automatically removed from the matchmaking queue as soon as their WebSocket connection breaks. Because of this, the removePlayer action is not used.
Caveat: There may be a short delay (1-2 seconds) before the system processes a disconnection. If a client attempts to rejoin immediately, they may receive a partyExists... message. Developers should implement a basic retry mechanism to handle this race condition.