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Merge pull request #33 from geekingfrog/revert-pr-31
Revert "Change join queue request for only one queue (#31)"
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Original file line number | Diff line number | Diff line change |
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The matchmaking cycle works as follows: | ||
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1. Clients should first retrieve a list of all the available queues from the server using [list](#list). | ||
2. Clients should then queue for one or more of these queues by sending the queue id in several [queue](#queue) requests. | ||
2. Clients should then queue for one or more of these queues by sending an array of the queue ids in a [queue](#queue) request. | ||
3. The server can send periodic updates about the status of the search as a [queueUpdate](#queueupdate) event. | ||
4. When a match is found, the server should send a [found](#found) event along with the id of the queue of the found match. | ||
5. Clients can then ready up by sending a [ready](#ready) request. The number of readied players should be sent to clients via the [readyUpdate](#readyupdate) event. | ||
6. To cancel queueing, or to decline a found match, clients should send a [cancel](#cancel) request. | ||
7. If a client fails to ready up for a found match, the server should send a [lost](#lost) event, and the queueing phase should resume. | ||
8. Once all players are ready, the server should send a [autohost/battleStart](#autohost/battleStart) request to a suitable autohost client. If the autohost doesn't respond quickly, or if it sends a failed response, the server should repeat this step. | ||
9. Once the autohost has successfully started the battle, the server should then send [battle/battleStart](#battle/battleStart) requests to the users. | ||
9. Once the autohost has successfully started the battle, the server should then send [battle/battleStart](#battle/battleStart) requests to the users. |
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