Match Lifecycle Events
📄️ Match Configuration
The Match Configuration is sent to the Game Server which is responsible for dispatching the match configuration to all Game Clients to allow the respective players to join the match. The configuration is sent to the Game Server endpoint provided by the Game Developer and it is compliant to the specifications provided in the Game Studio > Main Configuration > Match Lifecycle section, under the Match Configuration > Request Body Template panel.
📄️ Match Ready
As a response to the match configuration provided, the Game uses the Faceit Games API to notify the MATCH READY status in the game.
📄️ Match Aborted
When not all players connect within a certain amout of time, the match has to be aborted and all the missing players (referred to as "afks") must be reported. Whenever that happens, a match abort event must be sent to the Faceit Games API.
📄️ Match Started
When the match effectively starts, the MATCH STARTED message is sent by the Game to Faceit to set the match as "ongoing".
📄️ Match Update
This event can be used for any meaningful update on the match that will not trigger a particular Match status change on FACEIT. It can be used to enrich the matchroom on FACEIT with real-time events. This event is not mandatory, so the configuration of this endpoint is optional.
📄️ Match Gone
This event is sent when an unexpected failure occurs during an ongoing match (such as a server crash, a network issues, or any other unforseen failures).
📄️ Match Cancel
This event is sent to the Game in case a match has been, for any reason, cancelled on the Faceit side. The Game is responsible to dispatch it to all game clients. It can be sent at any time after the Match Configuration event.
📄️ Match Finished
This event notifies the Games API about the successful end of a match and its result, together with match data such as scores, leavers and stats (if already available at match finished time), as configured on the Game Studio > Main Configuration > Stats section.
📄️ Match Stats
This is the last message being sent by the Game to Faceit. It can be used to send match stats only if they haven't been sent before (i.e. in the payload of the Match Finished event).
📄️ Deep Links
A game developer may define one or more Deep Links, which are custom URIs that may embed variables read from the request payload; for each deep link defined for a game, a button in the matchroom will be shown and it will redirect players to that URI (which may contain a custom protocol to launch the game client on the player's machine).