Multiplayer
How matches happen.
| Page | Covers |
|---|---|
| Lobby, Rooms and Accounts | The lobby screen, accounts and keys, rooms, ranked matches, leaderboard, profile |
| Connecting | connect / disconnect console, lobby UI flow, joining a match under way, reconnecting, NetGraph |
| In-Game Chat | T to talk, history dialog, chat in demos |
| Demos | Server-side recording, demo list, playback (normal + cinematic) |
High-Level Flow
The lobby orchestrates matchmaking and spawns dedicated game servers via GameServerSpawner. Players never connect directly to the lobby for gameplay — they connect to the game server the lobby tells them about.
For developer flows, the engine's map <name> [gametype] command bypasses the matchmaker and asks the lobby for a one-off dev-spawn. See the engine's Map Launching Guide (docs/manual/guides/map-launching.md in the engine repo).