What is the Match Lifecycle
The match lifecycle for a server-to-server integration is a dedicated communication between the Game Server (henceforth simply referred to as "the Game") and the Faceit Games API (henceforth simply referred to as "Faceit").
The events sent between the Game and Faceit during the Match Lifecycle are a fundamental means of setting up or cancelling a match (Match Configuration and Match Cancel events sent by Faceit), or notifying Faceit about any progress in the execution of the match.
The following requirements apply to this type of integration:
- Game Endpoints
The Game must offer a secure endpoint to allow Faceit to send Match Configuration and Match Cancel events and data - Faceit Endpoints
The Game must call Faceit to notify Match Ready, Match Aborted, Match Started, Match Finished, Match Gone and Match Stats events and data.
The full match lifecycle can be summarized by the following diagrams.
"Game" here is an abstract entity that represents the multiplayer infrastructure on the Game Developer’s end.A match lifecycle can also be seen as a finite-state machine where each node is a match status (Configuring, Ready, Ongoing, etc) and each arc is a match lifecycle event as listed in the diagram above.
The Match Cancel event is not shown in the diagram below, but it may occurr when the match is in Configuring, Ready and Ongoing status, and will lead to a Cancelled status.
This is the match lifecycle UI on the Game Studio, which will be covered in the next chapters.
