GameLift / Client / create_matchmaking_configuration

create_matchmaking_configuration#

GameLift.Client.create_matchmaking_configuration(**kwargs)#

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon 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 Amazon 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 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 Amazon 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 Amazon 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 topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

See also: AWS API Documentation

Request Syntax

response = client.create_matchmaking_configuration(
    Name='string',
    Description='string',
    GameSessionQueueArns=[
        'string',
    ],
    RequestTimeoutSeconds=123,
    AcceptanceTimeoutSeconds=123,
    AcceptanceRequired=True|False,
    RuleSetName='string',
    NotificationTarget='string',
    AdditionalPlayerCount=123,
    CustomEventData='string',
    GameProperties=[
        {
            'Key': 'string',
            'Value': 'string'
        },
    ],
    GameSessionData='string',
    BackfillMode='AUTOMATIC'|'MANUAL',
    FlexMatchMode='STANDALONE'|'WITH_QUEUE',
    Tags=[
        {
            'Key': 'string',
            'Value': 'string'
        },
    ]
)
Parameters:
  • Name (string) –

    [REQUIRED]

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

  • Description (string) – A human-readable description of the matchmaking configuration.

  • GameSessionQueueArns (list) –

    The Amazon Resource Name ( ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

    • (string) –

  • RequestTimeoutSeconds (integer) –

    [REQUIRED]

    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.

  • AcceptanceTimeoutSeconds (integer) – The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

  • AcceptanceRequired (boolean) –

    [REQUIRED]

    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.

  • RuleSetName (string) –

    [REQUIRED]

    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.

  • NotificationTarget (string) – An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

  • AdditionalPlayerCount (integer) – 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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.

  • CustomEventData (string) – Information to be added to all events related to this matchmaking configuration.

  • GameProperties (list) –

    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 if FlexMatchMode is set to STANDALONE.

    • (dict) –

      This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

      You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

      For examples of working with game properties, see Create a game session with properties.

      • Key (string) – [REQUIRED]

        The game property identifier.

      • Value (string) – [REQUIRED]

        The game property value.

  • GameSessionData (string) – 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 (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.

  • BackfillMode (string) – 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 Amazon GameLift create a backfill 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.

  • FlexMatchMode (string) –

    Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.

  • Tags (list) –

    A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

    • (dict) –

      A label that you can assign to a Amazon GameLift resource.

      Learn more

      Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

      Amazon Web Services Tagging Strategies

      Related actions

      All APIs by task

      • Key (string) – [REQUIRED]

        The key for a developer-defined key value pair for tagging an Amazon Web Services resource.

      • Value (string) – [REQUIRED]

        The value for a developer-defined key value pair for tagging an Amazon Web Services resource.

Return type:

dict

Returns:

Response Syntax

{
    'Configuration': {
        'Name': 'string',
        'ConfigurationArn': 'string',
        'Description': 'string',
        'GameSessionQueueArns': [
            'string',
        ],
        'RequestTimeoutSeconds': 123,
        'AcceptanceTimeoutSeconds': 123,
        'AcceptanceRequired': True|False,
        'RuleSetName': 'string',
        'RuleSetArn': 'string',
        'NotificationTarget': 'string',
        'AdditionalPlayerCount': 123,
        'CustomEventData': 'string',
        'CreationTime': datetime(2015, 1, 1),
        'GameProperties': [
            {
                'Key': 'string',
                'Value': 'string'
            },
        ],
        'GameSessionData': 'string',
        'BackfillMode': 'AUTOMATIC'|'MANUAL',
        'FlexMatchMode': 'STANDALONE'|'WITH_QUEUE'
    }
}

Response Structure

  • (dict) –

    • Configuration (dict) –

      Object that describes the newly created matchmaking configuration.

      • Name (string) –

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

      • ConfigurationArn (string) –

        The Amazon Resource Name ( ARN) that is assigned to a Amazon GameLift 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 configuration ARN, the resource ID matches the Name value.

      • Description (string) –

        A descriptive label that is associated with matchmaking configuration.

      • GameSessionQueueArns (list) –

        The Amazon Resource Name ( ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

        • (string) –

      • RequestTimeoutSeconds (integer) –

        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.

      • AcceptanceTimeoutSeconds (integer) –

        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.

      • AcceptanceRequired (boolean) –

        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.

      • RuleSetName (string) –

        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.

      • RuleSetArn (string) –

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

      • NotificationTarget (string) –

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

      • AdditionalPlayerCount (integer) –

        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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used when FlexMatchMode is set to STANDALONE.

      • CustomEventData (string) –

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

      • CreationTime (datetime) –

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

      • GameProperties (list) –

        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.

        • (dict) –

          This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

          You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

          For examples of working with game properties, see Create a game session with properties.

          • Key (string) –

            The game property identifier.

          • Value (string) –

            The game property value.

      • GameSessionData (string) –

        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 (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.

      • BackfillMode (string) –

        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.

      • FlexMatchMode (string) –

        Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.

Exceptions