GameLift.Client.
update_matchmaking_configuration
(**kwargs)¶Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
Learn more
See also: AWS API Documentation
Request Syntax
response = client.update_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'
)
[REQUIRED]
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
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.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.FlexMatchMode
is set to STANDALONE
.A set of custom properties for a game session, formatted as key:value pairs. These properties are 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
.
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
The game property identifier.
The game property value.
FlexMatchMode
is set to STANDALONE
.FlexMatchMode
is set to STANDALONE
.Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
dict
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) --
The updated 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 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 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 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. This property is not set when FlexMatchMode
is set to STANDALONE
.
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 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 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 custom properties for a game session, formatted as key:value pairs. These properties are 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
.
(dict) --
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.
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 GameLift hosting or as a standalone matchmaking solution.
Exceptions
GameLift.Client.exceptions.InvalidRequestException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.UnsupportedRegionException