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Amazon GameLift
Developer Guide (Version )

How Amazon GameLift FlexMatch Works

This topic describes the core FlexMatch components and how FlexMatch processes matchmaking requests. For detailed help with adding FlexMatch to your game, including how to set up a matchmaker and customize player matching, see Matchmaking with FlexMatch.

Amazon GameLift FlexMatch requires these three key components to work together:

  • Mechanisms to trigger player matchmaking. One mechanism determines when to initiate matchmaking for players. A second (optional) mechanism determines when to find new players for empty slots in an existing match (backfilliing). Matchmaking and match backfill requests are handed to a matchmaker for processing.

  • FlexMatch matchmaker to evaluate players and create matches. A matchmaker builds the best possible player matches from the requests it receives. It has a rule set that defines a match's team structure and sets the criteria to use when evaluating players for a match. A game can have multiple matchmakers, with each building a different type of match.

  • Game session queue to place new matches. A game session queue finds available computing resources to host a match. It determines where (in what regions) to look for resources and how to select the best available host for each match.

The following sections detail how matchmaking proceeds to form new game matches or to find new players for existing game matches.

Matchmaking Requests

Here's how requests for a new game match are handled with FlexMatch. This description assumes that a client-side game service is initiating matchmaking requests and tracking the matchmaking ticket status.

  1. Request matchmaking. Players take some action in your game that triggers matchmaking, such as clicking a "Join Now" button or a group of players forming a party. Your game initiates a matchmaking request, identifying which matchmaker to use and including one or more players to be matched. The request includes any player information, such as skill level or preferences, that the matchmaker requires to build matches. Each request gets a matchmaking ticket ID, which your game uses to track the request status and take action as needed.

  2. Discover potential matches. All matchmaking tickets are passed to the specified matchmaker and placed in its ticket pool for processing. A ticket remains in a ticket pool until it is matched or until it reaches the matchmaker's maximum time limit.

    To find player matches, the matchmaker makes continual passes through the ticket pool. On each pass, the matchmaker starts with the oldest ticket in the pool and evaluates the other tickets against it to find the best possible matches. A matchmaker's rule set determines (1) how many teams to create for a match, (2) the number of players to assign to each team, and (3) how to evaluate each prospective player. Rules might set requirements for individual players, teams, or matches. For example, a rule might require all matched players to have a certain talent, or it might require at least one player on a team to play a certain character. A commonly used rule requires that all players in a match have similar skill ratings.

    When the matchmaker evaluates a ticket, it either passes or fails the ticket based on the rules. For tickets with multiple players, the matchmaker assumes these players want to player together and attempts to place them all in the same match. This means that, for any potential match, all the players in a ticket must be acceptable. If any player fails any rule, the entire ticket is considered not a match. Tickets that fail remain in the ticket pool and are evaluated again on the next pass. Once a potential match is filled, the status of all tickets in the match are updated.

  3. Get player acceptance. If the matchmaker requires players to accept a potential match, FlexMatch cannot proceed with the match until every player accepts. The matchmaking ticket status is changed to indicate that acceptance is required, which prompts your game to request acceptances from all players in each matched ticket.

    Players can choose to accept or reject a potential match. Your game collects the player responses and reports them back to FlexMatch. All players in the potential match must accept the match within a certain time limit to continue. If any player rejects the match or fails to respond before the time limit, the matchmaker drops the potential match. Tickets for players who accepted the match are returned to the matchmaker's ticket pool; tickets for players who did not accept the match move to a failure status and are no longer processed.

  4. Find resources to host the match. Once a potential match is made and accepted, FlexMatch tries to place the match with available hosting resources. The matchmaker is configured to use a specific game session queue, and it passes the potential match to that queue for placement. The queue uses a set of rules to search regions and fleets for the best available server process to host the match. If the original matchmaking request contained player latency data, the queue uses this information to find resources that offer the lowest latency and most consistent gameplay experience for players in the match.

    Once an available server process is located, Amazon GameLift creates a game session record with game properties and matchmaker data, including team structure and sizes, player assignments, and relevant player characteristics.

  5. Start a new game session. As when starting any new game sessions, Amazon GameLift sends a start request to the server process along with the game session and matchmaker information. The server process takes the information and uses it to start a new game session for a matched game. When the game session is ready to accept players, the server process notifies Amazon GameLift.

  6. Connect players to the new game session. Once the game session is ready for players, Amazon GameLift creates new player sessions for every player in the match. It then updates all matchmaking tickets, changing the ticket status to indicate success and adding connection information for all players. This change in ticket status, prompts your game to relay the connection information to game clients. Players can now join the game and claim their slots in the match and their team assignments.

Backfill Requests

Here's how finding new players for an existing match is handled with FlexMatch. Since match backfill requires up-to-date information on player slot availability in game sessions, we recommend initiating match backfill requests from the game server. Another option is to use a client-side game service, such as a session directory service, that tracks game session and player activity. See more on adding the match backfill feature to your game at Backfill Existing Games with FlexMatch.

  1. Request backfill matchmaking. A matched game has empty player slots that need to be filled. Your game initiates a backfill request, identifying which matchmaker to use and describing the current players in the game session. Each request has a matchmaking ticket ID, which your game uses to track the request status and take action as needed.

  2. Discover potential matches. Matchmaking tickets for backfills are passed to the specified matchmaker and placed in the same pool as tickets for new matches. The matchmaker's evaluation of players is essentially identical whether the players looking for a match or are currently in a match that is being backfilled. The one exception is that a potential match cannot have more than one backfill ticket.

    A backfill ticket must be matched with at least one other ticket in order to complete successfully, even when the matchmaker's rules allow a match to complete with empty player slots. Once a potential match is filled, the status of all tickets in the match is updated.

  3. Get player acceptance. If acceptance is required, only the new players need to accept a backfill match, and this step is handled as described for matchmaking requests. The current players do not need to accept a match that they're already playing in. As a result, even though the backfill request's ticket status indicates that acceptance is required, your game does not need to take action.

    If any of the proposed new players fails to accept the match within the time limit, the potential match is dropped and no new players are added to the existing match. When this happens, the ticket for the backfill request returns to the ticket pool for processing.

  4. Update existing game session with new match data. When a backfill match is successfully made there is no need to place a new game session. Instead, Amazon GameLift updates the match data for the existing game session, adding the new players and team assignments. Amazon GameLift sends the updated game session information to the server process that is hosting the existing game.

  5. Connect new players to the existing game session. Amazon GameLift creates player sessions for the new players and updates the matchmaking tickets with current status, player sessions, and connection information. Your client game service, which is tracking ticket status of the new players, relays the connection information to the game clients. Players can now join the existing game and claim their player slot.