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MCC (Master Chief Collection) Server Incident Summary

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31–35 of 35 posts

Re: MCC (Master Chief Collection) Server Incident Summary

#31
post #9

Anyone else having issues viewing this on Firefox? I can see the whole webpage for an instant, then everything disappears, then it is "slowing down my browser".

Loaded fine in Firefox for Android. Shame the text size makes the post unreadable.

Re: MCC (Master Chief Collection) Server Incident Summary

#32
post #5
post #2

Really cool to see this level of transparency on an issue from a multiplayer game dev. Really cool write up

Both Bungie and 343 have done an admirable job (well, compared to other devs) about explaining their network infrastructure etc. Back in the day they did a big talk about how their matchmaking in Halo2/3 worked that I think to this day is still one of the best methods of learning when you're not in the industry yet. I can't recall what it was called though: might be the "Chris Butcher - Recreating the LAN Party Onlin…

This talk from the Halo: Reach team might be one of my favorite game networking talks I've ever seen: https://www.youtube.com/watch?v=h47zZrqjgLc

Re: MCC (Master Chief Collection) Server Incident Summary

#35
post #26

The most interesting part of this to me is that they have a path, both in code and in process, to fallback to peer-to-peer if stuff breaks. That's pretty impressive.

Now I'm very curious how the P2P matchmaking is bootstrapped.

The clients still talk to the official servers which run matchmaking and group up players together. The difference is whether the matchmaking servers tell all the players to connect to a dedicated gameserver or to connect to one of the players.
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