StartMatchmakingFluentBuilder

Struct StartMatchmakingFluentBuilder 

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pub struct StartMatchmakingFluentBuilder { /* 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 Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers 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

How Amazon GameLift Servers FlexMatch works

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impl StartMatchmakingFluentBuilder

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pub fn as_input(&self) -> &StartMatchmakingInputBuilder

Access the StartMatchmaking as a reference.

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pub async fn send( self, ) -> Result<StartMatchmakingOutput, SdkError<StartMatchmakingError, HttpResponse>>

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.

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pub fn customize( self, ) -> CustomizableOperation<StartMatchmakingOutput, StartMatchmakingError, Self>

Consumes this builder, creating a customizable operation that can be modified before being sent.

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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 Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

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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 Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

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pub fn get_ticket_id(&self) -> &Option<String>

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

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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.

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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.

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pub fn get_configuration_name(&self) -> &Option<String>

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.

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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.

You can include up to 10 Players in a StartMatchmaking request.

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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.

You can include up to 10 Players in a StartMatchmaking request.

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pub fn get_players(&self) -> &Option<Vec<Player>>

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.

You can include up to 10 Players in a StartMatchmaking request.

Trait Implementations§

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impl Clone for StartMatchmakingFluentBuilder

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fn clone(&self) -> StartMatchmakingFluentBuilder

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for StartMatchmakingFluentBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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