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Multiplayer

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Game Rooms

Game Rooms is the live registry of every room your game servers are running. For each room it shows whether players can be placed in it, whether its server is still alive, who is inside and the address players use to reach it. From here you can close a room or remove a player from it. The page is scoped to the environment selected in the top bar, and the count next to Game Rooms in the sidebar is the number of live rooms.

Rooms are created by your game servers, not here

Your game server creates a room and registers it with PlayServ through its heartbeat; the platform removes it when it ends or goes silent. There is no way to create a room in the Backoffice. The server side is in Game Server Hosting.


How a room is described

A room is its game server plus its name, for example arena/eu-match-42. It carries three signals, and the Backoffice shows them side by side without merging them.

SignalWho sets itWhat it answers
Placement stateThe platformCan players be placed in this room?
Studio stateYour game serverWhatever your game reports, such as lobby or in_progress. Shown as sent, never interpreted.
HeartbeatYour game server, by beatingIs the server holding this room still alive?

Placement state. When more than one applies, the first in the table wins.

StateMeaning
Session closingThe match has finished and cleanup is in progress.
Self-closedYour game server closed the room to new players itself.
DrainingThe room is living out its remaining time and takes no new players. When the cause is Room lifetime reached, a countdown shows when it closes.
FullNo free slots are left.
OpenThe room is accepting players.

Heartbeat.

StateMeaning
FreshHeartbeats are arriving on schedule.
StaleNo heartbeat for 15 seconds, three missed beats.

A stale room cleans itself up

A stale room is removed automatically, with no action from you. Close a room by hand only when you need it gone before that.

Where the room's server runs.

BadgeMeaning
ManagedBrought up by PlayServ on Cloud Run.
PooledBrought up on a PlayServ machine pool.
ExternalBrought up on the studio's own server, including servers attached through Edgegap.

Live sessions

The list refreshes every 5 seconds, and pauses while the browser tab is hidden. Live / Paused holds it still while you read. Search matches the room name, game server, instance or region.

Game Rooms listing six open pooled rooms across two game servers, each with its players, state, heartbeat and instanceGame Rooms listing six open pooled rooms across two game servers, each with its players, state, heartbeat and instance
ColumnWhat it shows
RoomName and run badge. A roster marker means the platform and the server disagree on who is inside; the platform repairs it on its own.
Game server · RegionThe hosting game server, and the region it reported.
PlayersPlayers out of capacity, with an occupancy bar. +N held counts seats reserved by matchmaking for players who haven't entered yet; over means capacity was lowered on a live room, and nobody was evicted.
State · StudioPlacement state, with the studio state in brackets.
HeartbeatTime since the last beat, Fresh or Stale.
CreatedWhen the room registered. Heartbeats don't move it.
InstanceThe game-server process holding the room.

The summary bar above the list counts rooms by placement state and heartbeat; click a count to filter by it. Column headers sort and filter too. By default the fullest rooms come first, and rows keep their place between refreshes.


Room details

Everything about one room. Open it by clicking the room, or its details icon. The copy button next to the name copies its game-server/room identifier.

A room's details: its state, heartbeat and instance, the connect address players use, the attributes its server reported, and an empty rosterA room's details: its state, heartbeat and instance, the connect address players use, the attributes its server reported, and an empty roster
FieldWhat it shows
State · Studio stateThe placement state, with any drain cause and countdown, and your server's own state.
PlayersCount, how full the room is, and any held or over-capacity seats.
HeartbeatSeconds since the last beat, within the 15-second window.
Game server · InstanceThe fleet in Servers, and the process — with how many other rooms it holds.
Region · CreatedAs reported by the server, and when the room registered.
CardWhat it holds
ConnectThe address players use to reach the room: host and port, transport and connect string, each with a copy button. PlayServ hands it to matched players exactly as your server reported it; it never connects to it or interprets it.
AttributesThe key/value labels your server attached to the room.
PlayersThe roster, from the platform's participant records. Connected players are in the room; admitted ones redeemed a ticket and haven't connected yet, which is normal for a few seconds. Click a player to open them in Players.

Closing a room and removing a player

ActionWhereWhat happens
Delete roomThe trash icon in the listAfter you confirm, the room closes and every player in it is disconnected. PlayServ asks your server to close it; a server that keeps heartbeating without confirming leaves the room in Session closing.
Remove from roomThe room's Players rosterAfter you confirm, the player is disconnected from the room.

A removed player can't come back to the same room

A removal lasts for the room's lifetime: the player is refused with removed_from_room if they try to rejoin. A new room with the same name admits them normally.

Both actions are recorded in the audit log.


Next steps

Last updated on 10 Oct 2026