Synchronous Multiplayer Reference Architecture
This reference architecture describes a non-persistent real-time multiplayer scenario where latency matters leveraging dedicated servers, and how to get it implemented. It also provides different alternatives. It is assumed that the game does not support player groups and that the game is responsible for finding the most suitable game server to connect to.
Multiplayer servers for real-time games need to be stateful (memory), can't be explicitly shut down since players might be still enjoying their game and, as a rule of thumb, their connection with the players must be of minimal latency. See these recommendations to achieve minimal latency and maximum competition fairness.
There are two main differentiated parts in a synchronous multiplayer backend: matchmaker and the game servers hosting.
Reference implementation details
Refer to the matchmaker reference architecture page to see all the details about how to implement one.
Here are different implementations of the same game server hosting use case to get you a head start:
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