Copyright | (c) 2013-2021 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay <brendan.g.hay+amazonka@gmail.com> |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | None |
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
Set up FlexMatch event notification
Related actions
CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task
Synopsis
- data CreateMatchmakingConfiguration = CreateMatchmakingConfiguration' {
- backfillMode :: Maybe BackfillMode
- gameProperties :: Maybe [GameProperty]
- acceptanceTimeoutSeconds :: Maybe Natural
- notificationTarget :: Maybe Text
- flexMatchMode :: Maybe FlexMatchMode
- gameSessionQueueArns :: Maybe [Text]
- customEventData :: Maybe Text
- gameSessionData :: Maybe Text
- description :: Maybe Text
- tags :: Maybe [Tag]
- additionalPlayerCount :: Maybe Natural
- name :: Text
- requestTimeoutSeconds :: Natural
- acceptanceRequired :: Bool
- ruleSetName :: Text
- newCreateMatchmakingConfiguration :: Text -> Natural -> Bool -> Text -> CreateMatchmakingConfiguration
- createMatchmakingConfiguration_backfillMode :: Lens' CreateMatchmakingConfiguration (Maybe BackfillMode)
- createMatchmakingConfiguration_gameProperties :: Lens' CreateMatchmakingConfiguration (Maybe [GameProperty])
- createMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
- createMatchmakingConfiguration_notificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_flexMatchMode :: Lens' CreateMatchmakingConfiguration (Maybe FlexMatchMode)
- createMatchmakingConfiguration_gameSessionQueueArns :: Lens' CreateMatchmakingConfiguration (Maybe [Text])
- createMatchmakingConfiguration_customEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_gameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_description :: Lens' CreateMatchmakingConfiguration (Maybe Text)
- createMatchmakingConfiguration_tags :: Lens' CreateMatchmakingConfiguration (Maybe [Tag])
- createMatchmakingConfiguration_additionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
- createMatchmakingConfiguration_name :: Lens' CreateMatchmakingConfiguration Text
- createMatchmakingConfiguration_requestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural
- createMatchmakingConfiguration_acceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool
- createMatchmakingConfiguration_ruleSetName :: Lens' CreateMatchmakingConfiguration Text
- data CreateMatchmakingConfigurationResponse = CreateMatchmakingConfigurationResponse' {}
- newCreateMatchmakingConfigurationResponse :: Int -> CreateMatchmakingConfigurationResponse
- createMatchmakingConfigurationResponse_configuration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)
- createMatchmakingConfigurationResponse_httpStatus :: Lens' CreateMatchmakingConfigurationResponse Int
Creating a Request
data CreateMatchmakingConfiguration Source #
Represents the input for a request operation.
See: newCreateMatchmakingConfiguration
smart constructor.
CreateMatchmakingConfiguration' | |
|
Instances
newCreateMatchmakingConfiguration Source #
:: Text | |
-> Natural | |
-> Bool | |
-> Text | |
-> CreateMatchmakingConfiguration |
Create a value of CreateMatchmakingConfiguration
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:backfillMode:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_backfillMode
- 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
.
$sel:gameProperties:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_gameProperties
- 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
.
$sel:acceptanceTimeoutSeconds:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed
match, if acceptance is required.
$sel:notificationTarget:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications.
See
Setting up notifications for matchmaking
for more information.
$sel:flexMatchMode:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_flexMatchMode
- 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.
$sel:gameSessionQueueArns:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_gameSessionQueueArns
- 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:<region>::gamesessionqueue/<queue name>
. 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.
$sel:customEventData:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_customEventData
- Information to be added to all events related to this matchmaking
configuration.
$sel:gameSessionData:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_gameSessionData
- 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
.
$sel:description:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_description
- A human-readable description of the matchmaking configuration.
$sel:tags:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_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.
$sel:additionalPlayerCount:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_additionalPlayerCount
- 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
.
$sel:name:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_name
- A unique identifier for the matchmaking configuration. This name is used
to identify the configuration associated with a matchmaking request or
ticket.
$sel:requestTimeoutSeconds:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_requestTimeoutSeconds
- 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.
$sel:acceptanceRequired:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_acceptanceRequired
- 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.
$sel:ruleSetName:CreateMatchmakingConfiguration'
, createMatchmakingConfiguration_ruleSetName
- 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.
Request Lenses
createMatchmakingConfiguration_backfillMode :: Lens' CreateMatchmakingConfiguration (Maybe BackfillMode) Source #
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
.
createMatchmakingConfiguration_gameProperties :: Lens' CreateMatchmakingConfiguration (Maybe [GameProperty]) Source #
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
.
createMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
createMatchmakingConfiguration_notificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
createMatchmakingConfiguration_flexMatchMode :: Lens' CreateMatchmakingConfiguration (Maybe FlexMatchMode) Source #
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.
createMatchmakingConfiguration_gameSessionQueueArns :: Lens' CreateMatchmakingConfiguration (Maybe [Text]) Source #
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:<region>::gamesessionqueue/<queue name>
. 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.
createMatchmakingConfiguration_customEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
Information to be added to all events related to this matchmaking configuration.
createMatchmakingConfiguration_gameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
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
.
createMatchmakingConfiguration_description :: Lens' CreateMatchmakingConfiguration (Maybe Text) Source #
A human-readable description of the matchmaking configuration.
createMatchmakingConfiguration_tags :: Lens' CreateMatchmakingConfiguration (Maybe [Tag]) Source #
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.
createMatchmakingConfiguration_additionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural) Source #
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
.
createMatchmakingConfiguration_name :: Lens' CreateMatchmakingConfiguration Text Source #
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
createMatchmakingConfiguration_requestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural Source #
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.
createMatchmakingConfiguration_acceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool Source #
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.
createMatchmakingConfiguration_ruleSetName :: Lens' CreateMatchmakingConfiguration Text Source #
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.
Destructuring the Response
data CreateMatchmakingConfigurationResponse Source #
Represents the returned data in response to a request operation.
See: newCreateMatchmakingConfigurationResponse
smart constructor.
CreateMatchmakingConfigurationResponse' | |
|
Instances
newCreateMatchmakingConfigurationResponse Source #
Create a value of CreateMatchmakingConfigurationResponse
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:configuration:CreateMatchmakingConfigurationResponse'
, createMatchmakingConfigurationResponse_configuration
- Object that describes the newly created matchmaking configuration.
$sel:httpStatus:CreateMatchmakingConfigurationResponse'
, createMatchmakingConfigurationResponse_httpStatus
- The response's http status code.
Response Lenses
createMatchmakingConfigurationResponse_configuration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration) Source #
Object that describes the newly created matchmaking configuration.
createMatchmakingConfigurationResponse_httpStatus :: Lens' CreateMatchmakingConfigurationResponse Int Source #
The response's http status code.