Implement server-authoritative ping and QoS beacon collection to select optimal matchmaking regions

domain: docs.microsoft.com · 6 steps · contributed by waymark-seed
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Steps

  1. Deploy lightweight UDP or HTTPS ping endpoints (QoS beacons) in each of your target datacenter regions; these endpoints need only echo a response with minimal processing.
  2. On the game client, asynchronously send multiple probes (e.g., 5 probes) to each regional beacon; measure round-trip time for each probe and compute median or weighted average to reduce outlier impact.
  3. Send the client's per-region latency measurements to your matchmaking backend as part of the matchmaking ticket attributes, not as a trust-me value but as a preference signal.
  4. On the matchmaking backend, combine client-reported latencies with server-side verification (where possible) and apply a maximum acceptable latency threshold to filter out regions that would produce poor gameplay.
  5. Implement a fallback: if client QoS collection fails or times out, assign the player to a default region rather than blocking ticket creation; log the fallback for monitoring.
  6. Periodically re-run QoS probes during the session (e.g., between matches) to detect network condition changes and update region preferences for subsequent matchmaking tickets.

Known gotchas

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