Struct aws_sdk_gamelift::client::fluent_builders::StartMatchmaking
source · [−]pub struct StartMatchmaking { /* private fields */ }
Expand description
Fluent builder constructing a request to StartMatchmaking
.
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED
.
Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration.
Learn more
Add FlexMatch to a game client
Set Up FlexMatch event notification
Related actions
StartMatchmaking
| DescribeMatchmaking
| StopMatchmaking
| AcceptMatch
| StartMatchBackfill
| All APIs by task
Implementations
sourceimpl StartMatchmaking
impl StartMatchmaking
sourcepub async fn send(
self
) -> Result<StartMatchmakingOutput, SdkError<StartMatchmakingError>>
pub async fn send(
self
) -> Result<StartMatchmakingOutput, SdkError<StartMatchmakingError>>
Sends the request and returns the response.
If an error occurs, an SdkError
will be returned with additional details that
can be matched against.
By default, any retryable failures will be retried twice. Retry behavior is configurable with the RetryConfig, which can be set when configuring the client.
sourcepub fn ticket_id(self, input: impl Into<String>) -> Self
pub fn ticket_id(self, input: impl Into<String>) -> Self
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
sourcepub fn set_ticket_id(self, input: Option<String>) -> Self
pub fn set_ticket_id(self, input: Option<String>) -> Self
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
sourcepub fn configuration_name(self, input: impl Into<String>) -> Self
pub fn configuration_name(self, input: impl Into<String>) -> Self
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
sourcepub fn set_configuration_name(self, input: Option<String>) -> Self
pub fn set_configuration_name(self, input: Option<String>) -> Self
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
sourcepub fn players(self, input: Player) -> Self
pub fn players(self, input: Player) -> Self
Appends an item to Players
.
To override the contents of this collection use set_players
.
Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
sourcepub fn set_players(self, input: Option<Vec<Player>>) -> Self
pub fn set_players(self, input: Option<Vec<Player>>) -> Self
Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player
objects contain the name of the team the player is assigned to.
Trait Implementations
sourceimpl Clone for StartMatchmaking
impl Clone for StartMatchmaking
sourcefn clone(&self) -> StartMatchmaking
fn clone(&self) -> StartMatchmaking
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
Auto Trait Implementations
impl !RefUnwindSafe for StartMatchmaking
impl Send for StartMatchmaking
impl Sync for StartMatchmaking
impl Unpin for StartMatchmaking
impl !UnwindSafe for StartMatchmaking
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more