Connection

The first step of online gameplay is initializing a connection to a server. As mentioned in the Architecture Overview section, Strix has two server types: Master and Room. Master servers hold information for a particular cluster, and the Room servers of that cluster contain information about the different rooms and players in each room.

The Strix Unreal SDK allows one Master Server connection, and several Room Server connections, which provides you with the option to connect clients to non-game rooms such as chat rooms or strategic overlays. Room Server connections require a connection to a Master Server, as the connections are made using the information obtained from the Master Server. All of these connections are initialized through the Blueprint library.

Components that synchronize Actor values and some functions, they have to specify what room they will operate on. They can do this with the use of the SDK, which represents room connections as Channels that are then identified by channel IDs. When connecting to a Room Server, the client may specify the ID to use for the connection, and from then on all functions and components that specify their operation on that ID will use that connection (see Multiple Rooms and Channels).

Before connecting, the Strix Network must be initialized.

Note

Room servers are referred to as Nodes throughout the APIs of this SDK. This helps in distinguishing them from Rooms. A Room Server is not a single room, but rather it holds the information of several rooms alongside information of players in them.