CreateMatchmakingConfiguration - GameLift Service

CreateMatchmakingConfiguration

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 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

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

Request Syntax

{ "AcceptanceRequired": boolean, "AcceptanceTimeoutSeconds": number, "AdditionalPlayerCount": number, "BackfillMode": "string", "CustomEventData": "string", "Description": "string", "FlexMatchMode": "string", "GameProperties": [ { "Key": "string", "Value": "string" } ], "GameSessionData": "string", "GameSessionQueueArns": [ "string" ], "Name": "string", "NotificationTarget": "string", "RequestTimeoutSeconds": number, "RuleSetName": "string", "Tags": [ { "Key": "string", "Value": "string" } ] }

Request Parameters

For information about the parameters that are common to all actions, see Common Parameters.

The request accepts the following data in JSON format.

Note

In the following list, the required parameters are described first.

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.

Type: Boolean

Required: Yes

Name

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

Type: String

Length Constraints: Maximum length of 128.

Pattern: [a-zA-Z0-9-\.]*

Required: Yes

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.

Type: Integer

Valid Range: Minimum value of 1. Maximum value of 43200.

Required: Yes

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.

Type: String

Length Constraints: Minimum length of 1. Maximum length of 256.

Pattern: [a-zA-Z0-9-\.]*|^arn:.*:matchmakingruleset\/[a-zA-Z0-9-\.]*

Required: Yes

AcceptanceTimeoutSeconds

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

Type: Integer

Valid Range: Minimum value of 1. Maximum value of 600.

Required: No

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.

Type: Integer

Valid Range: Minimum value of 0.

Required: No

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.

Type: String

Valid Values: AUTOMATIC | MANUAL

Required: No

CustomEventData

Information to be added to all events related to this matchmaking configuration.

Type: String

Length Constraints: Minimum length of 0. Maximum length of 256.

Required: No

Description

A human-readable description of the matchmaking configuration.

Type: String

Length Constraints: Minimum length of 1. Maximum length of 1024.

Required: No

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.

Type: String

Valid Values: STANDALONE | WITH_QUEUE

Required: No

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.

Type: Array of GameProperty objects

Array Members: Maximum number of 16 items.

Required: No

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.

Type: String

Length Constraints: Minimum length of 1. Maximum length of 4096.

Required: No

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.

Type: Array of strings

Length Constraints: Minimum length of 1. Maximum length of 256.

Pattern: [a-zA-Z0-9:/-]+

Required: No

NotificationTarget

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

Type: String

Length Constraints: Minimum length of 0. Maximum length of 300.

Pattern: [a-zA-Z0-9:_/-]*(.fifo)?

Required: No

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.

Type: Array of Tag objects

Array Members: Minimum number of 0 items. Maximum number of 200 items.

Required: No

Response Syntax

{ "Configuration": { "AcceptanceRequired": boolean, "AcceptanceTimeoutSeconds": number, "AdditionalPlayerCount": number, "BackfillMode": "string", "ConfigurationArn": "string", "CreationTime": number, "CustomEventData": "string", "Description": "string", "FlexMatchMode": "string", "GameProperties": [ { "Key": "string", "Value": "string" } ], "GameSessionData": "string", "GameSessionQueueArns": [ "string" ], "Name": "string", "NotificationTarget": "string", "RequestTimeoutSeconds": number, "RuleSetArn": "string", "RuleSetName": "string" } }

Response Elements

If the action is successful, the service sends back an HTTP 200 response.

The following data is returned in JSON format by the service.

Configuration

Object that describes the newly created matchmaking configuration.

Type: MatchmakingConfiguration object

Errors

For information about the errors that are common to all actions, see Common Errors.

InternalServiceException

The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

HTTP Status Code: 500

InvalidRequestException

One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

HTTP Status Code: 400

LimitExceededException

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

HTTP Status Code: 400

NotFoundException

A service resource associated with the request could not be found. Clients should not retry such requests.

HTTP Status Code: 400

TaggingFailedException

The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

HTTP Status Code: 400

UnsupportedRegionException

The requested operation is not supported in the Region specified.

HTTP Status Code: 400

Examples

Create a matchmaking configuration for use with GameLift managed hosting

The following example creates a matchmaking configuration for a game that is being hosted on GameLift servers, identifying a game session queue and providing a set of game properties to be passed on to new game sessions. Player acceptance is required, with a 60-second timeout, and auto-backfill is enabled.

HTTP requests are authenticated using an AWS Signature Version 4 signature in the Authorization header field.

Sample Request

{ "Name": "MM-1v1", "Description": "Head-to-head sprint format", "RequestTimeoutSeconds": 120, "RuleSetName": "mm_one_v_one", "NotificationTarget": "arn:aws:sns:us-west-2:111122223333:My_Matchmaking_SNS_Topic", "FlexMatchMode": "WITH_QUEUE", "GameSessionQueueArns": "arn:aws:gamelift:us-west-2:111122223333:gamesessionqueue/My_Game_Session_Queue_One", "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "BackfillMode": "AUTOMATIC", "AdditionalPlayerCount": 8, "GameProperties": [ { "Key": "level", "Value": "10" }, { "Key": "gameMode", "Value": "hard" } ] }

Sample Response

{ "Configuration": { "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "AdditionalPlayerCount": 8, "BackfillMode": "AUTOMATIC", "ConfigurationArn": "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-1v1", "CreationTime": 1496365885.44, "Description": "Head-to-head sprint format", "FlexMatchMode": "WITH_QUEUE", "GameProperties": [ { "Key": "level", "Value": "10" }, { "Key": "gameMode", "Value": "hard" } ], "GameSessionQueueArns": "arn:aws:gamelift:us-west-2:111122223333:gamesessionqueue/My_Game_Session_Queue_One", "Name": "MM-1v1", "NotificationTarget": "arn:aws:sns:us-west-2:111122223333:My_Matchmaking_SNS_Topic", "RequestTimeoutSeconds": 120, "RuleSetArn": "arn:aws:gamelift:us-west-2:111122223333:matchmakingruleset/mm_one_v_one", "RuleSetName": "mm_one_v_one" } } }

Create a matchmaking configuration for a standalone FlexMatch system

The following example creates a matchmaking configuration for a game that is hosted on resources other than GameLift game servers. This includes games that are hosted on Amazon EC2 with GameLift FleetIQ. This configuration omits the game session queue, game properties, and additional player count. Player acceptance is required, with a 60-second timeout.

HTTP requests are authenticated using an AWS Signature Version 4 signature in the Authorization header field.

Sample Request

{ "Name": "MM-1v1", "Description": "Head-to-head sprint format", "RequestTimeoutSeconds": 120, "RuleSetName": "mm_one_v_one", "NotificationTarget": "arn:aws:sns:us-west-2:111122223333:My_Matchmaking_SNS_Topic", "FlexMatchMode": "STANDALONE", "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "BackfillMode": "MANUAL" }

Sample Response

{ "Configuration": { "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "AdditionalPlayerCount": 0, "BackfillMode": "MANUAL", "ConfigurationArn": "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-1v1", "CreationTime": 1496365885.44, "Description": "Head-to-head sprint format", "FlexMatchMode": "STANDALONE", "GameSessionQueueArns": "", "Name": "MM-1v1", "NotificationTarget": "arn:aws:sns:us-west-2:111122223333:My_Matchmaking_SNS_Topic", "RequestTimeoutSeconds": 120, "RuleSetArn": "arn:aws:gamelift:us-west-2:111122223333:matchmakingruleset/mm_one_v_one", "RuleSetName": "mm_one_v_one" } } }

See Also

For more information about using this API in one of the language-specific AWS SDKs, see the following: