# Here are 2 question about match。need help thanks。

**URL:** <https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227>\
**Category:** Runtime Framework\
**Tags:** server-framework\
**Created:** [November 3, 2022, 6:32am UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227 "2022-11-03T06:32:13Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![hexun80149128](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/hexun80149128/32/1395_2.png) [@hexun80149128](https://forum.heroiclabs.com/u/hexun80149128)\
**Post date:** [November 3, 2022, 6:32am UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227/1 "2022-11-03T06:32:13Z")

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1. Is there an interface to know if a player is in a match or in which match? Do I need to maintain a global map variable to manage?

2. I wonder whether the tick of the match can be modified, when the match has been created. For example, 5 ticks per second before the game starts, and 1 tick after the game starts, because I use the unreal5 dedicated server.

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**Author:** ![ftkg](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/ftkg/32/1180_2.png) [@ftkg](https://forum.heroiclabs.com/u/ftkg)\
**Post date:** [November 10, 2022, 2:16pm UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227/2 "2022-11-10T14:16:47Z")

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For 1., have a look at this thread:

> [@Finding the match(es) a user is in](https://forum.heroiclabs.com/t/finding-the-match-es-a-user-is-in/2323):
>
> Is there a way for the server side code to find any match(es) a user may be in? The use case is a game crash or other interruption on a mobile device where the user restarts the game. Upon restart we would like to be able to do a quick check to see if the user is still part of some game in progress and if so, resume the game. The only API call that I can find that could help is: MatchList(ctx context.Context, limit int, authoritative bool, label string, minSize, maxSize \*int, query string) ([]…

For 2., can you give more details on why you need to change tick rate?

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**Author:** ![hexun80149128](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/hexun80149128/32/1395_2.png) [@hexun80149128](https://forum.heroiclabs.com/u/hexun80149128)\
**Post date:** [November 11, 2022, 2:41am UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227/3 "2022-11-11T02:41:38Z")

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thanks for reply  
for 1， i see。ther are 2 ways:  
maintain a global map variable to manage, or store all user info in the match label ,use label to search.which is better?  
for 2, when all player are realy ,i use unreal5 dedicated server as server for player ,so nakama server is only for game end to do sth.so high tick is not necessary

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**Author:** ![ftkg](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/ftkg/32/1180_2.png) [@ftkg](https://forum.heroiclabs.com/u/ftkg)\
**Post date:** [November 11, 2022, 10:09pm UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227/4 "2022-11-11T22:09:13Z")

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1. The recommended way is to update the match labels with user ids, and use match label query for search;
2. Tick rate is defined once at the match init handler, so modifying it after the match has been created is not possible. You could create a new match with the desired tick rate and migrate the players, though.

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**Author:** ![hexun80149128](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/hexun80149128/32/1395_2.png) [@hexun80149128](https://forum.heroiclabs.com/u/hexun80149128)\
**Post date:** [November 14, 2022, 1:36am UTC](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227/5 "2022-11-14T01:36:44Z")

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thanks for reply。got it
