Server signals
Last updated: May 29, 2026
Game servers communicate with Multiplay Hosting through signals. These signals allow the hosting platform to manage servers effectively and respond to events in the server lifecycle.
Types of signals
Game servers can send and receive the following types of signals:
Ready signal
The ready signal indicates that a game server has completed its initialization process and is prepared to accept player connections. Game servers should send this signal after:
Loading all required assets
Connecting to external services
Completing any startup health checks
The allocations system only considers servers that have sent a ready signal when fulfilling allocation requests.
Unready signal
The unready signal indicates that a game server is no longer prepared to accept new player connections. Game servers should send this signal when:
The server is preparing to shut down
The server is experiencing issues that prevent it from accepting players
The current game session is ending and the server needs maintenance
Deallocate signal
The deallocate signal tells Multiplay Hosting that the server is ready to be deallocated and made available for a new allocation. This signal is typically sent after a game session ends and all players have disconnected.
Implementing signals
You can implement server signals through the Game Server SDK. The exact implementation depends on whether you're using the:
Multiplay Hosting SDK for Unity
Multiplay Hosting SDK for Unreal Engine
Signal handling
Multiplay Hosting processes signals in near real-time to update server status and allocation availability. When a signal is received:
The hosting platform validates the signal
The server's status is updated accordingly
The change is reflected in the availability buffer and scaling calculations
Proper signal implementation ensures that your game servers integrate seamlessly with Multiplay Hosting's scaling and allocation systems.