I’ve been working with the Async Multiplayer feature and hit somewhat of a issue, as I was doing some testing.
I needed to handle some Async Multiplayer matches timing out or updating them (using the updateMatch API call) to transition them to the complete state.
In this process, I seem to have hit a limit in ChilliConnect requests, (Error 10002 - Account Restriction: Account does not have access to this feature, or has exceeded the usage limit.) which seems to be a hard limit on Active Async MP matches (around 10 matches per player).
The thing is, all these matches were already in the “Completed” state, hence, non-active, but I was still unable to create any more matches for that particular player (or it’s opponent, which was always the same)
So, I was wondering:
- Whether this particular behaviour was a bug (“Completed” matches being counted as Active matches, not allowing me to create further matches)
- If I could get a more explicit notion of what are the limits on Async Multiplayer matches we’re dealing with to figure out whats the most suitable tier for my needs.
Thank you in advance.