fix: link not working in latest blog post
Some checks failed
Build and Publish Docker Image / build-publish (push) Has been cancelled

This commit is contained in:
William Oldham 2025-12-25 18:05:00 +00:00
parent 0024aacc36
commit 206c09e7e6

View File

@ -133,7 +133,7 @@ When a client wants to join a multiplayer game, it has 2 options to do so:
1. Searching (internally called “browsing”) for active sessions to join manually
2. “Auto matchmaking”, which automatically puts you into a session
In both options, the client sends the server various details about the kind of session it wants (called ]“search criteria”](https://nintendo-wiki.pretendo.network/docs/nex/protocols/match-making/types#matchmakesessionsearchcriteria-structure)) and the various settings/capabilities of the game (such as how many players are joining). If no active sessions exist that match what the client wants/needs, the server creates a new one for the client and automatically assigns them as the host/owner.
In both options, the client sends the server various details about the kind of session it wants (called [“search criteria”](https://nintendo-wiki.pretendo.network/docs/nex/protocols/match-making/types#matchmakesessionsearchcriteria-structure)) and the various settings/capabilities of the game (such as how many players are joining). If no active sessions exist that match what the client wants/needs, the server creates a new one for the client and automatically assigns them as the host/owner.
The key difference between the 2 matchmaking functions is that “browsing” can return a list of candidate sessions the client can pick from manually, whereas the “auto matchmaking” functions will always automatically join and return the 1st session possible, without user input.