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Container for the parameters to the AcceptMatch operation. Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed
match are placed into status
REQUIRES_ACCEPTANCE. This is a trigger for
your game to get acceptance from all players in the ticket. Acceptances are only valid
for tickets when they are in this status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or more players.
Once all players have registered acceptance, the matchmaking tickets advance to status
PLACING, where a new game session is created for the match.
If any player rejects the match, or if acceptances are not received before a specified
timeout, the proposed match is dropped. The matchmaking tickets are then handled in
one of two ways: For tickets where one or more players rejected the match or failed
to respond, the ticket status is set to
CANCELLED, and processing is
terminated. For tickets where players have accepted or not yet responded, the ticket
status is returned to
SEARCHING to find a new match. A new matchmaking
request for these players can be submitted as needed.
FlexMatch events (reference)
public class AcceptMatchRequest : AmazonGameLiftRequest IAmazonWebServiceRequest
The AcceptMatchRequest type exposes the following members
Gets and sets the property AcceptanceType.
Player response to the proposed match.
Gets and sets the property PlayerIds.
A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
Gets and sets the property TicketId.
A unique identifier for a matchmaking ticket. The ticket must be in status
.NET Core App:
Supported in: 3.1
Supported in: 2.0
Supported in: 4.5, 4.0, 3.5