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From YouTube: Open Match April 2020 Meeting
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A
All
right
so
Rob
I,
guess
you're
you're.
First
up
perfect.
B
I
wanted
to
quickly
given
some
of
the
key
updates
from
Google
and
I
think
primarily,
like
you
know,
for
I've
been
driving
a
lot
of
things
around
the
open
match.
For
for
the
past,
a
bunch
of
releases
Scott
has
a
recently
kind
of
taken
over
a
lot
of
the
community
engagement
and
a
lot
of
really
striping,
etc.
So
I
think
we
are
gonna
kind
of
formalize.
Him
are
trying
to
be
like
leading
the
the
releases
and
the
agenda
and
the
Charter,
so
I'll
still
be
engaged
but
I'll
be
on
the
I'll.
B
Just
be
a
community
contributor,
an
individual
contributor,
so
I'm
shifting
focus
to
some
other
things
in
parallel
as
well,
so
so
in
general
I
think
Scott
Riddick
will
be
going
forward,
trying
to
drive
like
the
agenda
from
the
Google
side,
the
tasks,
triaging,
etc,
etc.
So
that's
kind
of
like
the
the
most
important
update
from
my
end
and
starting
today,
I
think
Scott
will
will
take
Warren
and
drive
the
rest
of
like
the
the
reason
in
that
stuff.
So
yeah.
C
Thanks
Sara,
so,
let's
see
her
presents.
C
So
why
don't
I
give
so
last
community
meeting
we
had
in
quite
released
point
10.
D
C
Quick
update
there
is,
we
have
released
it.
I
hope
everybody
has
had
a
chance
to
try
it
out.
Update
to
it,
see
that
it's
great,
the
kind
of
core
highlights
are
all
on
the
web.
Page
I
can
rewrite
them
here,
I
guess
so.
We
rewrote
how
the
query
service
works
and
it
is
much
faster,
especially
for
lots
of
for
files
being
queried
the
there's
a
kind
of
convenience
method
of.
If
you
don't
want
the
whole
tick.
Is
you
just
want
the
IDS?
You
can
just
ask
for
the
IDS
with
the
quarry
ticket
IDs.
C
So
that
is
great
for
availability
and
stuff.
There
were
kind
of
some
breaking
changes
here,
mostly
just
renaming
the
the
ticket
expiration
is
going
to
be
or
was
removed,
but
we
will
be
adding
in
point.
Eleven
expiration
for
assigned
tickets
currently
have
to
do
all
the
cleanup,
but
we
expect
that
in
points
point
eleven
like
we
like,
you
probably
still
want
to
be
deleting
tickets.
If
you
know
that
you're
done
with
them,
but
we
will
have
a
backup
mechanism,
which
is
the
scientist
will
get
deleted.
C
The
made
the
really
nice
thing
about
this
release
is,
we
think
the
apg
RPC
api
is
done
and
it's
locked
in
for
what
we
want
to
do
for
1.0,
which
is
tentatively
the
next
release,
where
you
know
who
knows
but
like
there's,
I,
don't
think
anything
holding
us
back
from
one
point
knows
next
release
at
this
point.
You
know
the
only
thing
that
would
change
is
wait,
there's
something
really
important,
but
we
still
want
to
do
another
point
release.
So
we
might
do
point
11,
but
probably
1.0
as
next
release
here
in
the.
C
Issues
there
is
stability,
guarantees
from
point
O,
which
is
kind
of
lengthy,
of
like
these
are
the
things
that
we
expect
to
be.
You
know
solid,
which
is
your
PC
API
and
then
there's
some
things
that
are
Ola
solid,
such
as
the
configuration
and
that
might
still
have
some
changes
going
forward,
but
that
should
be
relatively
simple
for
you
to
do
updates
with,
instead
of
having
to
rewrite
a
bunch
of
logic
for
your
game,
matchmaker.
C
C
The
main
highlights
are
we're
doing
a
lot
of
work
on
the
integration
testing,
so
that
the
will
be
a
little
more
confident
that
it's
bug,
free
undergoing
1.0
and
it'll,
be
easier
to
add
features
and
test
them.
Well,
the
we're
doing
a
little
bit
with
scale
and
then
there's
a
couple
like
ticket
cleanup
things
here
that
are
all
kind
of
like
the
same
issue,
but
a
little
bit
different.
So
we
kept
them
that
will
be
coming
in
one
point
as
well:
I'm
waiting
for
to
get
the
testing
done
so
I
can
easily
test
it.
C
There
is
also
a
milestone
of
current
really
stretch,
which
are
things
that
are
vaguely
in
the
next
couple:
release
time
zone.
That
would
be
nice
to
get
to
you
in
the
next
release.
But
we
don't
know
if
you
have
opinions
about
hey,
we
really
need
this.
This
is
really
higher
priority.
This
doesn't
match
our
prioritization.
C
B
Question
so
I
know
we
did
some
of
the
scale,
testing
and
you're
kind
of
running
the
long
haul,
scale
test
etc.
Do
you
plan
to
like
publish
numbers
for
those
for
the
ten
or
for
100
or
for
ongoing,
is
any
kind
of
yes.
C
Mario
yeah,
so
there
are
some
numbers
there
going
forward
most.
What
I
have
remaining
in
this
gale
test
is
essentially
trying
to
make
it
more
of
a
scripts.
It's
not
gonna,
be
fully
automated
at
this
point,
but
like
you
can
go
and
you
can
sit
down
and
you
can
follow
it
and
you
can
get
hopefully
roughly
consistent
results
given
the
same
version
so
that
we
can
release
I
release,
be
able
to
give
better
guidance
on
what's
improving
and
what's
not
or
what
are
the
numbers
we're
seeing.
So
that
will
be.
C
E
C
E
Weeks
ago
we
brought
it
back,
fell
from
the
the
some
stuff
we
were
doing
on
the
unity
side,
with
integrating
open
match
and
I.
Think
we've
landed
on
a
pre,
feasible
design
that
we're
currently
vetting
we've
implemented
it
there.
There
we're
trying
to
put
us
back
together
proposal
issue
on
the
github
for
a
change
that
we
think
would
really
help
out
open
match.
So
unfortunate,
I,
don't
think
Andy's
in
the
chat
today
who
is
implementing
it,
but
we'll
try
to
get
that
up
shortly.
E
I,
wouldn't
call
it
a
like
a
one
dot
o
like
major
thing.
Maybe
it's
a
minor
change.
We
can
ship
afterwards,
but
yeah.
Getting
getting
back
feel
sorted
was
was
an
interesting
challenge.
I
think
everyone's
gonna
have
trouble
with
so
we'll
get
we'll
get
what
we've
done
up
there
and
see
if
anyone
thinks
it's
worth
bringing
in.
E
B
G
G
Know
I'm
just
lurking
at
the
moment
we
found
one
of
your
talks
online
I
think
it
was
Mark
actually
about
Jonas
and
overmatch,
and
we
were
very
interested
in
what
you
guys
were
doing
so
now,
I'm
investigating
and
reading
up
and
trying
to
see,
what's
going
on,
I
work
at
a
Swedish
game,
studio
and
I'm
working
on
spiking
out
our
infrastructure
for
our
next
game,
so
cool.
That
was
my
reason
for
being
here.
A
A
G
I
was
looking
for
our
requirements
are
that
we
sort
of
have
a
kind
of
fledgling
backyard,
slash
infrastructure
team.
Now
we
used
to
use
managed
solutions
most
exclusively,
but
now
we're
looking
at
sort
of
going
halfway,
because
we
have
a
small
team,
but
we
don't
want
to
roll
everything
ourselves
and
we
don't
want
to
reinvent
wheels
and
things.
So
we
were
looking
for
something
that
is
kind
of
within
our
control
as
much
as
we
want
it
to
be,
and
then.
D
G
A
G
G
E
Currently,
there's
a
there's
ways
to
do
it
and
it's
kind
of
a
there's
several
ways
to
do
it
right
now,
and
it
hasn't
been
clear
up
to
this
point
in
terms
of
guidance.
What
the
best
way
to
do
it
is,
and
so
so
like
here
on
the
unity
side
like
we
are
actually
putting
customers
on
open
match
here
in
the
next
couple
weeks
for
production
games.
E
So
the
one
point
I
was
very
timely
for
us
as
well
and
as
a
part
of
that,
we
think
there's
a
couple
things
that
could
be
a
little
a
little
bit
easier
about
backflow
from
especially
from
a
guidance
perspective,
but
maybe
some
targeted
changes
but
totally
possible
to
do
backfill
today,
without
without
any
like
major
changes.
It
just
takes
a
little
bit
of
discovery.
E
E
Yeah
the
proposal
we're
trying
to
put
in
that
we've
written
up
and
we're
sort
of
testing
an
application
for
it
does
dive
a
little
bit
into
a
way
that
you
could
do.
Backfill
I
think
there's
like
two
ways
that
you
could
do
backfill
today.
One
is
through
profiles.
The
other
one
is
through
backfill
tickets.
Both
have
minor
implications
that
we're
gonna,
throw
some
guidance
into
for
the
proposal.
Maybe
in
the
meantime
it
sounds
like
it
might
be
worth
formalizing
like
the
current
backfill
strategies
outside
of
that
proposal.
E
C
Do
it
that
way
and
then
have
your
director
go?
Oh,
this
is
like
one
of
the
tickets.
Is
the
backfill
ticket
actually
take
the
IP
off
of
that
and
give
it
to
all
the
tickets
that
are
searching
there?
So,
like
that's
the
main
guidance
right
now,
there's
not
I,
don't
think
I
have
a
better
like
written
up
but
documentation
how
to
do
it
because
we
haven't
implemented
it
personally
here,
I'm,
hopefully
hoping
to
lean
on
unity,
a
bunch
for
yeah.
H
C
Having
actually
proving
it
out
and
the
I
think
I
think
the
once
they
have.
The
idea
of
what
needs
to
be
changed
will
be
relatively
prompt
on
actually
getting
that
in
so
you
can
use
it
and
you
can
use
master
if
there's
always,
if
there's
ever
a
feature
that
you
desperately
need.
Now
we
try
to
keep
it
green,
but
you
know
try-try
azomite,
the.
C
For
the
releases,
we
do
some
extra
verification
steps,
the
manual
verification
on
making
sure
everything
is
working,
but
you
we
don't.
They
don't
find
that
much
usually
so
master
should
be
good
most
of
the
time
I.
Just
if
you
want
to
work
on
development,
my
master
I'd
run
anything
in
that
in
production,
but
yeah
so
I
think
as
soon
as
they
were
lining
it.
If
people
are
all
desperate
for
developing
against
it,
we're
not
in
any
super
need
for
release.
C
G
G
E
Up
a
little
bit
of
prioritization
on
that
Sheraton
we're
doing
a
team
review
internally
on
our
take
on
the
changes
this
week,
I
think
today
or
tomorrow
and
then
there'll
be
a
spin
out
doc.
That
will
turn
into
a
github
proposal
for
more
or
less
the
changes
we
want
to
make
directly
to
open
mesh.
Our
situation
is
sort
of
strange
because,
like
all
of
our
services
are
ASP,
Ned
and
open
matches
go
so
we
have
sort
of
like
we
were
a
little
head
and
now
we're
behind.
E
G
For,
oh
goodness,
yes
for
open,
much,
no
I'm
wearing
a
very
research
sort
of
rate
or
in
today's
right
now,
yeah
but
ago,
honest
yes,
I!
We
mostly
use
AWS
infrastructure.
Sorry,
so
we
had
it's
like
a
little
hack
last
week
in
Ewing
up
everything
with
yes
and
eagerness
and
some
other
sort
of
altar
scaling
stuff
as
well,
and
it
went
pretty
smoothly.
It
was
pretty
pretty
nice
experience
but
open
much.
No,
not
yet!
That's
my
next
job,
probably
nice
task,
awesome.
G
A
H
G
I
Nothing
major
we've
been
so
I've
kind
of
been
pulled
off
onto
other
things,
but
the
dot
so
we're
so
on
dot.
Eight
I
never
actually
went
and
did
the
the
changes
to
go
2.9,
but
we
have
dot
eight
up
in,
like
a
test
environment,
running
a
listen
server
against
production,
which
you
know,
grabs
all
the
players
and
makes
all
the
match,
but
then
just
throws
him
on
the
floor
at
the
end,
and
that
seems
pretty
stable
when
we're
pretty
happy
with
it
at
the
moment.
I
E
I
Mean
like
how
long
a
player
is
in
the
queue
in
total
yeah,
it
depends
on
the
skill.
So,
if
you're
like
in
the
middle
of
the
bell
curve,
where
there's
lots
of
players
will
match
you
within
five
seconds
or
like
fifteen
at
worst,
okay,
if
you
are
on
the
very
ends
of
the
bell
curve
and
there's
only
two
people
in
your
region
actually
playing,
then
it
can
take
a
little
bit
longer.
Okay,.
E
I
Generally,
generally,
players
will
never
wait
more
than
a
minute
and
a
half
or
so
okay,
but
we
try
to
keep
that
extremely
low,
considering
it's
only
a
five-minute
game.
So
you
don't
want
to
be
matchmaking
for
five
minutes
and
then
play
for
five
minutes.
So
VI
joiner
generally
speaking,
I,
would
say.
10
to
30
seconds
is
probably
average.
Something
like
that
and.
D
I
Mean
I
mean
we
want
to
not
make
it
worse,
of
course,
but
that's
not
one
of
the
major
goals.
The
main
goals
for
us
is
to
move
off
this,
a
a
monolith
matchmaker
that
we've
had
for
a
long
time
into
something
newer
and
into
something
that
is
more
manageable
and
has
just
more
featured
and
and
could
we
can
do
a
lot
more
with
it
than
what
the
old
system
is,
because
you
one
is
you
know
ten
plus
years
old
or
something
like
that
at
this
point.
So
it's
just
kind
of
yeah.
E
E
D
C
Yeah,
so
we
plan
on
currently
not
changing
any
behavior,
but
defining
like
probably
the
documentation
what
the
states
are
and
giving
them
names,
so
the
behavior
doesn't
change
but
and
there's
no
like
ticket
dot,
state
field
or
anything
like
that.
But
there
when
you're,
when
we're
talking
about
documentation
and
like
the
lifecycle
of
a
ticket,
we
can
put
some
names
on
the
states
they're.
The
only
thing
that
actually
is
probably
going
to
change
in
the
code
is
I.
C
E
C
No,
no
it's!
The
I
was
exploring
like
what
we
want
the
states
to
be,
and
this
was
like
a
release
or
recently
half
ago,
but
then
ernõ
Ferozepur,
point
10,
and
then
we
found
that,
besides
being
able
to
create
a
ticket
with
an
assignment,
and
we
because
we
decided
okay,
that
doesn't
make
much
sense,
but
once
you
did
that
everything's
fit
into
categories
pretty
nicely.
D
A
E
A
C
J
Stream
before
it's
like
you
did
different
types
of
miners
like
I,
can't
remember
the
names
of
them,
but
there
are
it's
a
pretty
fun
game
and
cause
a
lot
of
like
they're,
actually
enemies
that
justified
as
well,
which
is
kind
of
cool,
so
wasn't
expecting
that
when
I
saw
it
on
the
stream,
but
just
the
chaos
it
caused
between
people,
because,
like
people
tend
to
go
off
their
own
ways
and
do
certain
things.
It's
kind
of
funny
I
feel
like
I've,
seen
the
trailer
for
this.
E
A
E
C
E
E
E
A
Which
to
be
fair,
that's
pretty
much!
What
destiny
is
these
days
too
so
yeah
no
I
just
was
looking
like
in
the
discord
that
we
have
furthest.
So
if
anyone
wants
to
join
the
kubernetes
gamers
discord,
let
me
know,
but
in
the
discord
like
there's
conversation
around
I,
guess
it
being
minecraft
II.
So
that's
what
made
me
it's.
F
F
F
F
A
F
A
F
A
Got
death
stranding
and
what
else
did
I
download
the
other
day
on
PlayStation
I?
Don't
know
I
basically,
but
I
hadn't
been
on
the
PlayStation
in
like
forever
and
I
opened
it
up.
It
was
like,
yes,
I'll
buy
this
and
this
and
this,
and
it
made
me
think
of
you,
because
they're
just
gonna
sit
there
in
the
queue
and
you.
E
A
You
know
what
did
someone
say
that
I
saw
someone
say
something
like
you
know:
death
stranding
ended
up
being
like
the
perfect
game
for
our
time,
because
yeah,
it's
like
somebody,
who's
just
has
to
bring
stuff
to
people.
You
know
now
I've.
A
A
It's
exciting
and
you
know,
Scott
is
now
steering
the
ship
so
cool.
We
can
all
harass
him
and
give
him
a
hard
time
which
he's
like
god,
what
did
I
sign
up
for
yeah?
So
if
anybody
needs
anything,
we've
got
the
slack
and
everything
else
I
will
get
the
recordings
up.
So
we
can
share
with
people
Andrew.
If
you
have
any
questions
that
you
come
across
as
you
dive
into
open
match
in
taganas.
Please
do
harass
us
because
we.