Struct aws_sdk_gamelift::client::fluent_builders::StartMatchBackfill [−][src]
pub struct StartMatchBackfill<C = DynConnector, M = DefaultMiddleware, R = Standard> { /* fields omitted */ }
Expand description
Fluent builder constructing a request to StartMatchBackfill
.
Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with GameLift managed hosting, you can request a backfill match from
a client service by calling this operation with a GameSession
identifier. You also have the option of making backfill requests directly from your game
server. In response to a request, FlexMatch creates player sessions for the new players,
updates the GameSession
resource, and sends updated matchmaking data to the
game server. You can request a backfill match at any point after a game session is
started. Each game session can have only one active backfill request at a time; a
subsequent request automatically replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original matchmaking
configuration, and matchmaking data for all current players in the game session being
backfilled. Optionally, specify the GameSession
ARN. If successful, a match
backfill ticket is created and returned with status set to QUEUED. Track the status of
backfill tickets using the same method for tracking tickets for new matches.
Learn more
Backfill existing games with FlexMatch
Matchmaking events (reference)
Related actions
StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
Implementations
impl<C, M, R> StartMatchBackfill<C, M, R> where
C: SmithyConnector,
M: SmithyMiddleware<C>,
R: NewRequestPolicy,
impl<C, M, R> StartMatchBackfill<C, M, R> where
C: SmithyConnector,
M: SmithyMiddleware<C>,
R: NewRequestPolicy,
pub async fn send(
self
) -> Result<StartMatchBackfillOutput, SdkError<StartMatchBackfillError>> where
R::Policy: SmithyRetryPolicy<StartMatchBackfillInputOperationOutputAlias, StartMatchBackfillOutput, StartMatchBackfillError, StartMatchBackfillInputOperationRetryAlias>,
pub async fn send(
self
) -> Result<StartMatchBackfillOutput, SdkError<StartMatchBackfillError>> where
R::Policy: SmithyRetryPolicy<StartMatchBackfillInputOperationOutputAlias, StartMatchBackfillOutput, StartMatchBackfillError, StartMatchBackfillInputOperationRetryAlias>,
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 match backfill 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 match backfill ticket status and retrieve match results.
Name of the matchmaker to use for this request. You can use either the configuration
name or ARN value. The ARN of the matchmaker that was used with the original game
session is listed in the GameSession object,
MatchmakerData
property.
Name of the matchmaker to use for this request. You can use either the configuration
name or ARN value. The ARN of the matchmaker that was used with the original game
session is listed in the GameSession object,
MatchmakerData
property.
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
Appends an item to Players
.
To override the contents of this collection use set_players
.
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
-
PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object,
MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. -
LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
-
PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object,
MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data. -
LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Trait Implementations
Auto Trait Implementations
impl<C = DynConnector, M = DefaultMiddleware, R = Standard> !RefUnwindSafe for StartMatchBackfill<C, M, R>
impl<C, M, R> Send for StartMatchBackfill<C, M, R> where
C: Send + Sync,
M: Send + Sync,
R: Send + Sync,
impl<C, M, R> Sync for StartMatchBackfill<C, M, R> where
C: Send + Sync,
M: Send + Sync,
R: Send + Sync,
impl<C, M, R> Unpin for StartMatchBackfill<C, M, R>
impl<C = DynConnector, M = DefaultMiddleware, R = Standard> !UnwindSafe for StartMatchBackfill<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