Extend your game capabilities by integrating your backend service with the flexible Elympics API and enhance the integrity of your product with a custom player authentication.
Right after Elympics finishes the matchmaking process and before the game server is allocated, the "OnMatchCreate" endpoint is called. If this integration is enabled, you can allow or deny the match creation process, handle your own analytics with player statistics, etc. You can use it to deliver configuration to the engine or even generate an impartial randomness seed for the entire game.
Right after the match is finished and the results are handled, the "OnMatchFinish" endpoint is called. This integration is crucial if you want to distribute rewards or handle secure and verified results in any way. You can use it to release locks on a player, level up their character, distribute prizes and experience, or even handle cheater flags.
You can deny or give a specific player the right to join a particular queue, e.g. when a certain player has been flagged as a cheater. You can also specify and override the desired win probability for a specific player to boost their morale when playing against bots. On top of that, you can also override matchmaking settings for a particular player to improve the overall experience.
This integration is called when player leaves a matchmaking queue for any reason. The integration can be called upon finding the match, leaving by cancelling the invite request, or when there is an error, e.g. a timeout or lack of available matches. This integration is also used to cancel resource-locks and refund in-game currencies when no match was found.
Use Elympics authentication in your game backend by simply passing over Elympics JWT tokens. Verify the signature to ensure tokens were not hacked without the need to implement your own authentication scheme.
Leaderboards with time limit finish at a specific moment triggering the settlement stage by issuing the"OnLeaderboardFinished" request. This request is meant to be used for rewards distribution, leveling players, and much more.
Right after Elympics finishes the matchmaking process and before the game server is allocated, the "OnMatchCreate" endpoint is called. If this integration is enabled, you can allow or deny the match creation process, handle your own analytics with player statistics, etc. You can use it to deliver configuration to the engine or even generate an impartial randomness seed for the entire game.
Right after the match is finished and the results are handled, the "OnMatchFinish" endpoint is called. This integration is crucial if you want to distribute rewards or handle secure and verified results in any way. You can use it to release locks on a player, level up their character, distribute prizes and experience, or even handle cheater flags.
You can deny or give a specific player the right to join a particular queue, e.g. when a certain player has been flagged as a cheater. You can also specify and override the desired win probability for a specific player to boost their morale when playing against bots. On top of that, you can also override matchmaking settings for a particular player to improve the overall experience.
This integration is called when player leaves a matchmaking queue for any reason. The integration can be called upon finding the match, leaving by cancelling the invite request, or when there is an error, e.g. a timeout or lack of available matches. This integration is also used to cancel resource-locks and refund in-game currencies when no match was found.
Use Elympics authentication in your game backend by simply passing over Elympics JWT tokens. Verify the signature to ensure tokens were not hacked without the need to implement your own authentication scheme.
Leaderboards with time limit finish at a specific moment triggering the settlement stage by issuing the"OnLeaderboardFinished" request. This request is meant to be used for rewards distribution, leveling players, and much more.