This topic provides procedures for adding and changing multiplayer session templates in the service configuration for a title.
For more information about session templates, see “JavaScript Object Notation (JSON) Object Reference” in the documentation for the Xbox One XDK or the Xbox One Application Development Kit, depending on your access. This topic is available in the XDK documentation and in the ADK documentation on the Xbox Game Developer (XGD) site.
For an overall introduction to the various elements of the service configuration, see Introducing Service Configuration.
Sections in this topic:
The Xbox multiplayer service allows gamers to create and join sessions, to exchange session messages with other gamers in the same session, and to post the results of their play to the session. (Posting the results cleans up the session, and also updates the leaderboards for all players in the session.)
For example, a multiplayer session could be a single game of chess between two players. Alternatively, it could be a continuing session of an action and adventure title played by a much larger number of players.
For more info about multiplayer session templates, see “Session Templates” under “Xbox Live and Online Services” in the Xbox One XDK documentation.
Your new multiplayer session template is now listed on the Multiplayer & Matchmaking page.
Important After a title passes Final Certification, existing multiplayer sessions in that title can no longer be changed or deleted.
Important After a title passes Final Certification, existing multiplayer sessions in that title can no longer be changed or deleted.
Important Deletion of a session is a permanent action and can’t be undone or reversed.
To enable tournaments, you will need to set up two multiplayer session templates, one team session template and one game session template. The team session template will have the team capability-it can set team sizes and includes title-specific attributes for teams. The game session template will have the arbitration capability-it sets timer values for match forfeits and includes title-specific attributes for matches.
To set up these templates, you just need to create new session templates by following the steps in this topic, and then modify their Session Template (JSON text) fields appropriately. Below are some examples of team and game session templates.
{
"constants": {
"system": {
"version": 1,
"maxMembersCount": 1,
"visibility": "open",
"inviteProtocol": "game",
"capabilities": {
//team capability must be set for session
"team": true,
"gameplay": false,
"userAuthorizationStyle": true,
"crossPlay": true
},
"inviteProtocol": "game",
"reservedRemovalTimeout": 86400000,
"inactiveRemovalTimeout": 86400000,
"readyRemovalTimeout": 86400000,
"sessionEmptyTimeout": 86400000
},
"custom": {
}
}
}
{
"constants": {
"system": {
"version": 1,
"maxMembersCount": 2,
"visibility": "open",
"inviteProtocol": "game",
"capabilities": {
"connectivity": true,
"connectionRequiredForActiveMembers": true,
"gameplay": true,
"userAuthorizationStyle": true,
"arbitration": true
},
"reservedRemovalTimeout": 86400000,
"inactiveRemovalTimeout": 86400000,
"readyRemovalTimeout": 86400000,
"sessionEmptyTimeout": 86400000,
//arbitrationTimeout and forefeitTimeout must be set for sessions with arbitration capability; arbitrationTimeout should be greater than the forefeitTimeout
"arbitration": {
"arbitrationTimeout": 600000,
"forfeitTimeout": 300000
}
},
"custom": {
}
}
}
For more information on tournaments, please refer to Getting Started with Xbox Live Tournaments in the Xbox Live SDK documentation.