Updating matchmaking information

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Updates information for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are updating after the update. To update settings, specify the configuration name to be updated and provide the new settings. Design a FlexMatch matchmaker. ARNs are unique across all Regions. Information can be matchmaking in any Region.

Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration.

Call of Duty Update - An Inside Look At Matchmaking

A set of key-value pairs that can store custom data in a game session. This information is added to the new GameSession object that is created for a successful match.

Updating 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. 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. The method that is used to backfill game sessions created with this information configuration. Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.

The JSON string follows the format provided by --generate-cli-skeleton. It is not possible to pass arbitrary binary values using matchmaking JSON-provided value as the string will be taken literally.

If provided with no value or the value inputprints a sample input JSON that can be used as an argument for --cli-input-json. If provided information the value outputit validates the command inputs and returns a sample output JSON matchmaking that command.

This option overrides the default behavior of verifying SSL certificates.

WHAT IS MATCHMAKING

Disable adult sydney pagination. 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. The maximum socket connect time in seconds. If the matchmaking is set to 0, the socket updating will be blocking and not timeout. Feedback Did you find this page useful? Learn more Design a FlexMatch matchmaker. You can use either the configuration name or ARN value. The maximum duration, in seconds, that a matchmaking ticket matchmaking remain in process before timing out. Requests that fail due to timing out can just click for source resubmitted as needed.

The length of time in seconds to wait for players to accept a proposed match, if acceptance is required. 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. A unique identifier for the matchmaking rule set to use with this configuration.

You can use either the rule set name or ARN visit web page. A matchmaking configuration can only use rule sets that are defined in the same Region. See Setting up notifications for matchmaking for link information.

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 person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. A set of custom game session properties, formatted as a single string value. This data is passed to a game server updating with a request to start a new game session see Start a Game Session.

This information is added to the game session that is created for a successful match. Credentials information not be loaded if this argument is provided.

This name is used to identify the configuration associated with a matchmaking request or ticket. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds for example " The method used to backfill game sessions created with this matchmaking configuration.

Learn more about manual and automatic backfill in Backfill existing games with FlexMatch.