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 |
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
Synopsis
- data StartMatchmaking = StartMatchmaking' {}
- newStartMatchmaking :: Text -> StartMatchmaking
- startMatchmaking_ticketId :: Lens' StartMatchmaking (Maybe Text)
- startMatchmaking_configurationName :: Lens' StartMatchmaking Text
- startMatchmaking_players :: Lens' StartMatchmaking [Player]
- data StartMatchmakingResponse = StartMatchmakingResponse' {}
- newStartMatchmakingResponse :: Int -> StartMatchmakingResponse
- startMatchmakingResponse_matchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket)
- startMatchmakingResponse_httpStatus :: Lens' StartMatchmakingResponse Int
Creating a Request
data StartMatchmaking Source #
Represents the input for a request operation.
See: newStartMatchmaking
smart constructor.
StartMatchmaking' | |
|
Instances
Create a value of StartMatchmaking
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:ticketId:StartMatchmaking'
, startMatchmaking_ticketId
- 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.
$sel:configurationName:StartMatchmaking'
, startMatchmaking_configurationName
- 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.
$sel:players:StartMatchmaking'
, startMatchmaking_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.
Request Lenses
startMatchmaking_ticketId :: Lens' StartMatchmaking (Maybe Text) Source #
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.
startMatchmaking_configurationName :: Lens' StartMatchmaking Text Source #
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.
startMatchmaking_players :: Lens' StartMatchmaking [Player] Source #
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.
Destructuring the Response
data StartMatchmakingResponse Source #
Represents the returned data in response to a request operation.
See: newStartMatchmakingResponse
smart constructor.
StartMatchmakingResponse' | |
|
Instances
newStartMatchmakingResponse Source #
Create a value of StartMatchmakingResponse
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:matchmakingTicket:StartMatchmakingResponse'
, startMatchmakingResponse_matchmakingTicket
- Ticket representing the matchmaking request. This object include the
information included in the request, ticket status, and match results as
generated during the matchmaking process.
$sel:httpStatus:StartMatchmakingResponse'
, startMatchmakingResponse_httpStatus
- The response's http status code.
Response Lenses
startMatchmakingResponse_matchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket) Source #
Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
startMatchmakingResponse_httpStatus :: Lens' StartMatchmakingResponse Int Source #
The response's http status code.