# 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:** 1\
**Showing post:** 2

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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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_[View the full topic](https://forum.heroiclabs.com/t/here-are-2-question-about-match-need-help-thanks/3227)._
