Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you’re also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.
To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.
In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.
See also: AWS API Documentation
create-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>]
[--tags <value>]
[--cli-input-json | --cli-input-yaml]
[--generate-cli-skeleton <value>]
[--debug]
[--endpoint-url <value>]
[--no-verify-ssl]
[--no-paginate]
[--output <value>]
[--query <value>]
[--profile <value>]
[--region <value>]
[--version <value>]
[--color <value>]
[--no-sign-request]
[--ca-bundle <value>]
[--cli-read-timeout <value>]
[--cli-connect-timeout <value>]
[--cli-binary-format <value>]
[--no-cli-pager]
[--cli-auto-prompt]
[--no-cli-auto-prompt]
--name
(string)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
--description
(string)
A human-readable description of the 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. IfFlexMatchMode
is set toSTANDALONE
, 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 determines 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 statusREQUIRES_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 toSTANDALONE
.
--custom-event-data
(string)
Information to be added to all events related to this 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 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 ifFlexMatchMode
is set toSTANDALONE
.(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 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 ifFlexMatchMode
is set toSTANDALONE
.
--backfill-mode
(string)
The method used to backfill game sessions that are created with this matchmaking configuration. Specify
MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. SpecifyAUTOMATIC
to have GameLift create a 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 whenFlexMatchMode
is set toSTANDALONE
.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
--tags
(list)
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference .
(structure)
A label that can be assigned to a GameLift resource.
Learn more
Tagging Amazon Web Services Resources in the Amazon Web Services General Reference
Amazon Web Services Tagging Strategies
Related actions
Key -> (string)
The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.
Value -> (string)
The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.
Shorthand Syntax:
Key=string,Value=string ...
JSON Syntax:
[
{
"Key": "string",
"Value": "string"
}
...
]
--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. The generated JSON skeleton is not stable between versions of the AWS CLI and there are no backwards compatibility guarantees in the JSON skeleton generated.
--debug
(boolean)
Turn on debug logging.
--endpoint-url
(string)
Override command’s default URL with the given URL.
--no-verify-ssl
(boolean)
By default, the AWS CLI uses SSL when communicating with AWS services. For each SSL connection, the AWS CLI will verify SSL certificates. This option overrides the default behavior of verifying SSL certificates.
--no-paginate
(boolean)
Disable automatic pagination.
--output
(string)
The formatting style for command output.
json
text
table
yaml
yaml-stream
--query
(string)
A JMESPath query to use in filtering the response data.
--profile
(string)
Use a specific profile from your credential file.
--region
(string)
The region to use. Overrides config/env settings.
--version
(string)
Display the version of this tool.
--color
(string)
Turn on/off color output.
on
off
auto
--no-sign-request
(boolean)
Do not sign requests. Credentials will not be loaded if this argument is provided.
--ca-bundle
(string)
The CA certificate bundle to use when verifying SSL certificates. Overrides config/env settings.
--cli-read-timeout
(int)
The maximum socket read time in seconds. If the value is set to 0, the socket read will be blocking and not timeout. The default value is 60 seconds.
--cli-connect-timeout
(int)
The maximum socket connect time in seconds. If the value is set to 0, the socket connect will be blocking and not timeout. The default value is 60 seconds.
--cli-binary-format
(string)
The formatting style to be used for binary blobs. The default format is base64. The base64 format expects binary blobs to be provided as a base64 encoded string. The raw-in-base64-out format preserves compatibility with AWS CLI V1 behavior and binary values must be passed literally. When providing contents from a file that map to a binary blob fileb://
will always be treated as binary and use the file contents directly regardless of the cli-binary-format
setting. When using file://
the file contents will need to properly formatted for the configured cli-binary-format
.
base64
raw-in-base64-out
--no-cli-pager
(boolean)
Disable cli pager for output.
--cli-auto-prompt
(boolean)
Automatically prompt for CLI input parameters.
--no-cli-auto-prompt
(boolean)
Disable automatically prompt for CLI input parameters.
Configuration -> (structure)
Object that describes the newly created 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 whenFlexMatchMode
is set toSTANDALONE
.(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 toSTANDALONE
.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 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 whenFlexMatchMode
is set toSTANDALONE
.(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 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 whenFlexMatchMode
is set toSTANDALONE
.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 toSTANDALONE
.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.