Struct aws_sdk_gamelift::client::fluent_builders::CreateMatchmakingConfiguration[][src]

pub struct CreateMatchmakingConfiguration<C = DynConnector, M = DefaultMiddleware, R = Standard> { /* fields omitted */ }
Expand description

Fluent builder constructing a request to CreateMatchmakingConfiguration.

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

Implementations

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.

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

A human-readable description of the matchmaking configuration.

A human-readable description of the matchmaking configuration.

Appends an item to GameSessionQueueArns.

To override the contents of this collection use set_game_session_queue_arns.

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

Information to be added to all events related to this matchmaking configuration.

Information to be added to all events related to this matchmaking configuration.

Appends an item to GameProperties.

To override the contents of this collection use set_game_properties.

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Appends an item to Tags.

To override the contents of this collection use set_tags.

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

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