MatchmakingConfiguration

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

Types

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class Builder
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object Companion

Properties

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

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The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

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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 when FlexMatchMode is set to STANDALONE.

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The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests 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.

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The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.

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A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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Information to attach to all events related to the matchmaking configuration.

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A descriptive label that is associated with matchmaking configuration.

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

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A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

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A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, 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 when FlexMatchMode is set to STANDALONE.

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

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val name: String?

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

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An SNS topic ARN that is set up to receive matchmaking notifications.

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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.

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The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

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A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Functions

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open operator override fun equals(other: Any?): Boolean
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open override fun hashCode(): Int
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open override fun toString(): String