- 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
progressreport after each game session that does not decide the match, and oneresultwhen 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
resultreport per game session.
termination reports a forfeit or a broken fair-play rule, an abort reports a match your game ended without a result it can stand behind, and so on (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/or moderators of a tournament who are granted access to watch a match’s game sessions and choose to watch.
How it works
BluMint communicates with your game server through a few webhook callbacks you host and a few endpoints BluMint hosts. In summary:- 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. If you want BluMint to wait for a lobby to close before it sends its players to the next one, also build the endpoint that closes a lobby. The tournament lifecycle walks through when BluMint calls each one and what your server reports back as the match is played.
- Register your callbacks. Once your endpoints are built, tell BluMint each URL by calling its registration route with your API key (Register your callbacks).