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What the integration does

The integration makes playing in a tournament of your game seamless. When a BluMint match is ready to play, BluMint asks your server to create a lobby for it, gives its players your join link or lobby code, or nothing at all when your own game client puts them in, and updates the tournament from your reports. Your server runs each match in one of two ways, and you choose one in the setup form (Before you start).
  • Best-of series (the better user experience). BluMint matches are often best-of-3 or longer. Your server runs the whole best-of series in one lobby: BluMint calls your create-lobby URL once per match, and players join that one lobby for the whole match, so they don’t get a notification and rejoin a new lobby between game sessions. You send a progress report after each game session that does not decide the match, and one result when a game session does.
  • Single game sessions. Your server runs one game session at a time. BluMint calls your create-lobby URL once per game session, so a best-of-3 match can take up to three lobbies, and players get a notification and join a new lobby before each game session. You send one final result report per game session.
On either kind, a termination reports a forfeit or a broken fair-play rule, and an abort reports a match your game ended without a result it can stand behind (Report what happened). That’s it. Through matches alone, BluMint runs tournaments of your game at any size and in every suitable format, and your players go from one match to the next without anyone opening a lobby or typing in a score.

Words this guide uses

  • Match: a BluMint match between teams, in any tournament format. Either a single game session decides it or a best-of series of game sessions does.
  • Game session: one play session of your game inside a match. A best-of-3 match has up to three.
  • Lobby: what your server creates when BluMint asks, and what players join. It holds the whole best-of series, or one game session.
  • Host: the person running the tournament on BluMint.
  • Spectators: the host, streamers, and moderators of a tournament who chose to watch.
The create call makes the lobby for a BluMint match, which is why its fields say match: createMatchUrl is your create-lobby URL, matchId is your id for the lobby, matchUrl is the lobby’s join link, and series.gamesToWin counts the game sessions a team must win to take the match.

Integration overview

Integrating your game with BluMint sets up communication between your game server and BluMint through a few callback URLs you build and a few endpoints BluMint hosts. In summary:
  1. Build your callbacks. Build the endpoint that creates a lobby. If BluMint names your players by your own player ids, also build the endpoint that looks a player up, and build the endpoint that closes a lobby if you want BluMint to wait for a lobby to close before it sends its players to the next one. The tournament lifecycle walks through when BluMint calls each one, and what your server reports back as the match is played.
  2. Register your callbacks. Once your endpoints are built, tell BluMint each URL by calling its registration route with your API key (Register your callbacks).