We are investigating OSSv2 and lobbies and trying to determine how to use lobbies with a p2p listen server.
We want to implement a pre-game map select where each client is in some UI menu, but are connecting to one host player.
The host player would toggle some settings and then launch the connected players into the game.
In 4.27, we would have done this using beacons, since they could support updating the meta game state and when ready, the host could launch the game.
From the documentation, it appears lobbies could do many of the same things (clients could set some player state settings that would update their lobby member state, or the host could set the desired map which would get propagated w/ some lobby setting), but I’m unclear how the host could ‘Launch’ the game. It doesn’t appear that lobbies support any kind of RPC so syncing a server travel seems awkward. Should the host be setting some lobby setting that on update, notifies the clients to connect to the host’s listen server? Or is this a use case for beacons? Common Session Subsystem has code that creates a host reservation beacon, but the clients never connect to it on join.
Similarly, if we wanted to support some pre game chat (client RPCs to the host some string which is multicast back to the clients), could we achieve that with lobbies? I see some documentation about RTC, are we supposed to use that to support some version of an RPC?