PixelStreamingInfrastructure/Matchmaker
William Belcher 5bea564755
Update platform scripts so that the BASH_LOCATION works on Mac as well (#428)
2023-11-16 16:19:40 +10:00
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Docs Shift of Matchmaker and SFU pages to Infra 2023-09-13 11:38:34 +10:00
html/sample fixed html template of the matchmaker queue screen 2023-07-18 10:11:13 +03:00
modules Existing work brought over from old repository 2022-06-15 13:56:20 +10:00
platform_scripts Update platform scripts so that the BASH_LOCATION works on Mac as well (#428) 2023-11-16 16:19:40 +10:00
.gitignore New matchmaker queue screen with easy customization 2023-04-29 15:41:54 +02:00
README.md New matchmaker queue screen with easy customization 2023-04-29 15:41:54 +02:00
config.json New matchmaker queue screen with easy customization 2023-04-29 15:41:54 +02:00
matchmaker.js New matchmaker queue screen with easy customization 2023-04-29 15:41:54 +02:00
package-lock.json Merge https://github.com/EpicGames/PixelStreamingInfrastructure 2023-07-18 10:08:09 +03:00
package.json Have matchmaker ask for authentication instead of EACCES (#333) 2023-07-27 10:04:17 +10:00

README.md

Pixel Streaming Matchmaker

Instead of having all users connect to the same stream, you may want each person to end up in their own interactive experiences. To do this, you can run a separate stack of Pixel Streaming components for each user, and direct each user to a separate Signaling and Web Server to start a connection.

You can set up each stack of Pixel Streaming components on a separate host, or you can put more than one stack on the same host as long as you configure the port settings for the components within each stack so that they all communicate over different ports. See the Pixel Streaming Reference for details on these port settings.

To help set up this kind of configuration, the Pixel Streaming system can use a matchmaker server that tracks which Signaling and Web Servers are available, and whether they are being used by a client connection.

Docs