Struct aws_sdk_gamelift::client::fluent_builders::StartMatchmaking [−][src]
pub struct StartMatchmaking<C = DynConnector, M = DefaultMiddleware, R = Standard> { /* fields omitted */ }
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 (SNS), 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
impl<C, M, R> StartMatchmaking<C, M, R> where
C: SmithyConnector,
M: SmithyMiddleware<C>,
R: NewRequestPolicy,
impl<C, M, R> StartMatchmaking<C, M, R> where
C: SmithyConnector,
M: SmithyMiddleware<C>,
R: NewRequestPolicy,
pub async fn send(
self
) -> Result<StartMatchmakingOutput, SdkError<StartMatchmakingError>> where
R::Policy: SmithyRetryPolicy<StartMatchmakingInputOperationOutputAlias, StartMatchmakingOutput, StartMatchmakingError, StartMatchmakingInputOperationRetryAlias>,
pub async fn send(
self
) -> Result<StartMatchmakingOutput, SdkError<StartMatchmakingError>> where
R::Policy: SmithyRetryPolicy<StartMatchmakingInputOperationOutputAlias, StartMatchmakingOutput, StartMatchmakingError, StartMatchmakingInputOperationRetryAlias>,
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 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.
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.
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.
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.
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.
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
Auto Trait Implementations
impl<C = DynConnector, M = DefaultMiddleware, R = Standard> !RefUnwindSafe for StartMatchmaking<C, M, R>
impl<C, M, R> Send for StartMatchmaking<C, M, R> where
C: Send + Sync,
M: Send + Sync,
R: Send + Sync,
impl<C, M, R> Sync for StartMatchmaking<C, M, R> where
C: Send + Sync,
M: Send + Sync,
R: Send + Sync,
impl<C, M, R> Unpin for StartMatchmaking<C, M, R>
impl<C = DynConnector, M = DefaultMiddleware, R = Standard> !UnwindSafe for StartMatchmaking<C, M, R>
Blanket Implementations
Mutably borrows from an owned value. Read more
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more