[ aws . gamelift ]

update-matchmaking-configuration

Description

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

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

See also: AWS API Documentation

See ‘aws help’ for descriptions of global parameters.

Synopsis

  update-matchmaking-configuration
--name <value>
[--description <value>]
[--game-session-queue-arns <value>]
[--request-timeout-seconds <value>]
[--acceptance-timeout-seconds <value>]
[--acceptance-required | --no-acceptance-required]
[--rule-set-name <value>]
[--notification-target <value>]
[--additional-player-count <value>]
[--custom-event-data <value>]
[--game-properties <value>]
[--game-session-data <value>]
[--backfill-mode <value>]
[--flex-match-mode <value>]
[--cli-input-json | --cli-input-yaml]
[--generate-cli-skeleton <value>]

Options

--name (string)

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

--description (string)

A descriptive label that is associated with matchmaking configuration.

--game-session-queue-arns (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. If FlexMatchMode is set to STANDALONE , do not set this parameter.

(string)

Syntax:

"string" "string" ...

--request-timeout-seconds (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.

--acceptance-timeout-seconds (integer)

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

--acceptance-required | --no-acceptance-required (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.

--rule-set-name (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.

--notification-target (string)

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

--additional-player-count (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 .

--custom-event-data (string)

Information to add to all events related to the matchmaking configuration.

--game-properties (list)

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object 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 .

(structure)

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.

Shorthand Syntax:

Key=string,Value=string ...

JSON Syntax:

[
  {
    "Key": "string",
    "Value": "string"
  }
  ...
]

--game-session-data (string)

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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 .

--backfill-mode (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 StartMatchBackfill 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 .

Possible values:

  • AUTOMATIC

  • MANUAL

--flex-match-mode (string)

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

Possible values:

  • STANDALONE

  • WITH_QUEUE

--cli-input-json | --cli-input-yaml (string) Reads arguments from the JSON string provided. The JSON string follows the format provided by --generate-cli-skeleton. If other arguments are provided on the command line, those values will override the JSON-provided values. It is not possible to pass arbitrary binary values using a JSON-provided value as the string will be taken literally. This may not be specified along with --cli-input-yaml.

--generate-cli-skeleton (string) Prints a JSON skeleton to standard output without sending an API request. If provided with no value or the value input, prints a sample input JSON that can be used as an argument for --cli-input-json. Similarly, if provided yaml-input it will print a sample input YAML that can be used with --cli-input-yaml. If provided with the value output, it validates the command inputs and returns a sample output JSON for that command.

See ‘aws help’ for descriptions of global parameters.

Output

Configuration -> (structure)

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 .

(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 -> (timestamp)

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 in the GameSession object 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 .

(structure)

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 in the GameSession object 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 StartMatchBackfill 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.

  • 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 GameLift queue to start a game session for the match.