Play
Dynamically assemble and match players
Dynamically assemble and match players
Connect cross-platform accounts & identity management
Grow and commercialize your game
Build a vibrant community
Track player progression and game state across platforms
Track, engage, and retain players
Visualize game metrics
AccelByte Cloud’s Chat service allows players to send and receive messages to their friends or party members in real time, including notifications to inform users of messages being sent or received. In Chat V2, there will be a chat filtering and gRPC plugin with the primary focus being improvements in:
With our Chat service, we wanted to update the scalability of game session chat, party chat, and personal chat as well as implement both Gauntlet and Notification Load Tests to improve our system. Read on to get the details.
Our previous chat service in Lobby focused on delivering three foundational chat experiences: personal chat (direct messages), party chat and global chat. Over time we realized this didn’t scale well with additional use cases our customers wanted to provide to their players, so we have been working on a new service that’s flexible and integrated with our Multiplayer V2 (MPV2) – a session-based player matchmaker offering more flexibility and managed by our Session Browser.
With Chat V2, developers can enable personal chat as well as define many additional player experiences with chat by using our MPV2 sessions, such as team chat, raid group chat and lobby chat, supported through our SDK and OSS.
Enabling chat rooms will now happen as part of Session Template definitions by setting TextChat to true through the SDK, it will be false by default. If true, once a session is created using that Session Template, the chat room will automatically be created.
When players join a session, they will automatically be subscribed to the chat room membership allowing them to start sending messages to and receive them from the room, requiring no explicit invitation acceptance.
When players leave a session, they will automatically be unsubscribed from the chat room membership and can no longer send messages to or receive them from the room. And once a session is removed or soft-deleted, the corresponding chat room will automatically be cleaned up.
The new service will also support persistent chat history and sending messages while offline, allowing for developers to create player inbox experiences.
Our goal with Chat V2 is to provide our customers with flexible services while maintaining high targets for concurrency and latency: 500k CCU connected persistently at 99.9% reliability. To that end, we are excited to announce the below capabilities.
We will be enabling our customers to easily define different chat room experiences tied to sessions and parties. This will allow for a large number of group activities to support chat between players, such as:
We will be releasing new functionality to improve the communication experience between players as well as enable our customers to build additional experiences outside the game, such as:
We will be releasing new reporting and moderation tools for our customers that will ensure an optimal experience for their players, such as:
We will be enabling our customers to provide code-level override to our default text filtering/processing so that they can easily control the experience, such as:
Interested in learning more about our services? Request a demo here.
Reach out to the AccelByte team to learn more.