Destroy underlying resources, like sockets. It's usually not necessary to do this. However in Node.js, it's best to explicitly shut down the client's agent when it is no longer needed. Otherwise, sockets might stay open for quite a long time before the server terminates them.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Finds a lobby based on the given criteria.
If a lobby is not found and prevent_auto_create_lobby is true, a new lobby will be created.
Joins a specific lobby.
This request will use the direct player count configured for the lobby group.
Joins a specific lobby. This request will use the direct player count configured for the lobby group.
Joins a specific lobby. This request will use the direct player count configured for the lobby group.
Joins a specific lobby.
This request will use the direct player count configured for the lobby group.
Joins a specific lobby. This request will use the direct player count configured for the lobby group.
Joins a specific lobby. This request will use the direct player count configured for the lobby group.
Lists all open lobbies.
Lists all open lobbies.
Lists all open lobbies.
Lists all open lobbies.
Lists all open lobbies.
Lists all open lobbies.
Returns a list of regions available to this namespace.
Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Returns a list of regions available to this namespace. Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Returns a list of regions available to this namespace. Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Returns a list of regions available to this namespace.
Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Returns a list of regions available to this namespace. Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Returns a list of regions available to this namespace. Regions are sorted by most optimal to least optimal. The player's IP address is used to calculate the regions' optimality.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Marks the current lobby as ready to accept connections. Players will not be able to connect to this lobby until the lobby is flagged as ready.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players.
By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for this endpoint to return OK before allowing the connected socket to do anything else. If this endpoint returns an error, the socket should be disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query paramter.
Otherwise, the player token will likely be automatically sent by the client once the socket opens. As mentioned above, nothing else should happen until the player token is validated.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players. By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for
this endpoint to return OK before allowing the connected socket to do
anything else. If this endpoint returns an error, the socket should be
disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query
paramter.
Otherwise, the player token will likely be automatically sent by the client
once the socket opens. As mentioned above, nothing else should happen until
the player token is validated.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players. By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for
this endpoint to return OK before allowing the connected socket to do
anything else. If this endpoint returns an error, the socket should be
disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query
paramter.
Otherwise, the player token will likely be automatically sent by the client
once the socket opens. As mentioned above, nothing else should happen until
the player token is validated.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players.
By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for this endpoint to return OK before allowing the connected socket to do anything else. If this endpoint returns an error, the socket should be disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query paramter.
Otherwise, the player token will likely be automatically sent by the client once the socket opens. As mentioned above, nothing else should happen until the player token is validated.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players. By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for
this endpoint to return OK before allowing the connected socket to do
anything else. If this endpoint returns an error, the socket should be
disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query
paramter.
Otherwise, the player token will likely be automatically sent by the client
once the socket opens. As mentioned above, nothing else should happen until
the player token is validated.
Validates the player token is valid and has not already been consumed then marks the player as connected.
Player tokens reserve a spot in the lobby until they expire. This allows for precise matchmaking up to exactly the lobby's player limit, which is important for games with small lobbies and a high influx of players. By calling this endpoint with the player token, the player's spot is marked as connected and will not expire. If this endpoint is never called, the player's token will expire and this spot will be filled by another player.
Player tokens are only issued by caling rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby, or
from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin event.
These endpoints have anti-botting measures (i.e. enforcing max player
limits, captchas, and detecting bots), so valid player tokens provide some
confidence that the player is not a bot.
Therefore, it's important to make sure the token is valid by waiting for
this endpoint to return OK before allowing the connected socket to do
anything else. If this endpoint returns an error, the socket should be
disconnected immediately.
The client is responsible for acquiring the player token by caling
rivet.api.matchmaker#JoinLobby, calling rivet.api.matchmaker#FindLobby,
or from the rivet.api.identity.common#GlobalEventMatchmakerLobbyJoin
event. Beyond that, it's up to the developer how the player token is
transmitted to the lobby.
If using WebSockets, the player token can be transmitted as a query
paramter.
Otherwise, the player token will likely be automatically sent by the client
once the socket opens. As mentioned above, nothing else should happen until
the player token is validated.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
Marks a player as disconnected.
If players are not marked as disconnected, lobbies will result with "ghost players" that the matchmaker thinks exist but are no longer connected to the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
If is_closed is true, players will be prevented from joining the lobby.
Does not shutdown the lobby.
The resolved configuration of MatchmakerServiceClient class. This is resolved and normalized from the constructor configuration interface.