GameLift / Client / update_matchmaking_configuration

update_matchmaking_configuration#

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

Design a FlexMatch matchmaker

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'
)
Parameters:
  • Name (string) –

    [REQUIRED]

    A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

  • Description (string) – A description for the matchmaking configuration.

  • GameSessionQueueArns (list) –

    The Amazon Resource Name ( ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

    • (string) –

  • 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.

  • 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. With this option 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. 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.

  • NotificationTarget (string) – An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

  • 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 if FlexMatchMode is set to STANDALONE.

  • CustomEventData (string) – Information to add to all events related to the matchmaking configuration.

  • GameProperties (list) –

    A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.

    • (dict) –

      This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

      You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

      For examples of working with game properties, see Create a game session with properties.

      • Key (string) – [REQUIRED]

        The game property identifier.

      • Value (string) – [REQUIRED]

        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. For more information, see Start a game session. This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

  • BackfillMode (string) – The method that is used to backfill game sessions 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 match backfill 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.

  • FlexMatchMode (string) –

    Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.

Return type:

dict

Returns:

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 Amazon 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 Amazon 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 Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

        • (string) –

      • 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 key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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) –

          This key-value pair can store custom data about a game session. For example, you might use a GameProperty to track a game session’s map, level of difficulty, or remaining time. The difficulty level could be specified like this: {"Key": "difficulty", "Value":"Novice"}.

          You can set game properties when creating a game session. You can also modify game properties of an active game session. When searching for game sessions, you can filter on game property keys and values. You can’t delete game properties from a game session.

          For examples of working with game properties, see Create a game session with properties.

          • 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. For more information, 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 Amazon 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 Amazon GameLift queue to start a game session for the match.

Exceptions