GameLift / Client / accept_match
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
SEARCHINGto find a new match. A new matchmaking request for these players can be submitted as needed.
Add FlexMatch to a game client
FlexMatch events (reference)
See also: AWS API Documentation
response = client.accept_match( TicketId='string', PlayerIds=[ 'string', ], AcceptanceType='ACCEPT'|'REJECT' )
TicketId (string) –
A unique identifier for a matchmaking ticket. The ticket must be in status
REQUIRES_ACCEPTANCE; otherwise this request will fail.
PlayerIds (list) –
A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
AcceptanceType (string) –
Player response to the proposed match.
- Return type: