Accepts a match while the lobby is in match_found state (CS2-style ‘Accept Match’ flow).
Who can call: Any player in the lobby. Confirmation is per-lobby (parties confirm together).
Behavior: Records the confirmation. When every lobby in the match has confirmed, the engine automatically launches the game server and transitions every lobby to in_game.
Match-confirmation requires the mode to be configured with matchConfirmation.enabled: true. If a mode does NOT enable confirmation, matches transition directly from queue to in_game and this endpoint returns 409.
Unique player identifier.
Lobby configuration name or ID.
Confirmation recorded. If this was the last required confirmation, status will be in_game. Otherwise status remains match_found with matchmaking.confirmation.confirmed: true.
Full lobby state including players, server, and matchmaking info.
Lobby ID.
Invite code for joining (null if private mode is disabled).
Lobby config name.
Current lobby status.
waiting, in_queue, starting, matched, match_found, in_game Player ID of the host.
Maximum player capacity.
Current number of players.
Preferred game server region.
Whether the lobby is hidden from browsing.
Whether players can join mid-game.
Custom game settings.
Players in the lobby with their state.
Game server info (null when no game running).
Matchmaking info (null when not searching).
ISO 8601 creation timestamp.
ISO 8601 last update timestamp.