updateMatchmakingConfiguration method
- required String name,
- bool? acceptanceRequired,
- int? acceptanceTimeoutSeconds,
- int? additionalPlayerCount,
- BackfillMode? backfillMode,
- String? customEventData,
- String? description,
- FlexMatchMode? flexMatchMode,
- List<
GameProperty> ? gameProperties, - String? gameSessionData,
- List<
String> ? gameSessionQueueArns, - String? notificationTarget,
- int? requestTimeoutSeconds,
- String? ruleSetName,
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
Related operations
- CreateMatchmakingConfiguration
- DescribeMatchmakingConfigurations
- UpdateMatchmakingConfiguration
- DeleteMatchmakingConfiguration
- CreateMatchmakingRuleSet
- DescribeMatchmakingRuleSets
- ValidateMatchmakingRuleSet
- DeleteMatchmakingRuleSet
May throw InvalidRequestException. May throw NotFoundException. May throw InternalServiceException. May throw UnsupportedRegionException.
Parameter name
:
A unique identifier for a matchmaking configuration to update. You can use
either the configuration name or ARN value.
Parameter acceptanceRequired
:
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.
Parameter acceptanceTimeoutSeconds
:
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 tickets are returned to the ticket pool
and continue to be evaluated for an acceptable match.
Parameter additionalPlayerCount
:
The number of player slots in a match to keep open for future players. For
example, assume that the configuration's rule set specifies a match for a
single 12-person team. If the additional player count is set to 2, only 10
players are initially selected for the match. This parameter is not used
if FlexMatchMode
is set to STANDALONE
.
Parameter backfillMode
:
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
.
Parameter customEventData
:
Information to add to all events related to the matchmaking configuration.
Parameter description
:
A descriptive label that is associated with matchmaking configuration.
Parameter flexMatchMode
:
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.
Parameter gameProperties
:
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
.
Parameter gameSessionData
:
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
.
Parameter gameSessionQueueArns
:
Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. 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.
Parameter notificationTarget
:
An SNS topic ARN that is set up to receive matchmaking notifications. See
Setting up Notifications for Matchmaking for more information.
Parameter requestTimeoutSeconds
:
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.
Parameter ruleSetName
:
A unique identifier for a 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.
Implementation
Future<UpdateMatchmakingConfigurationOutput> updateMatchmakingConfiguration({
required String name,
bool? acceptanceRequired,
int? acceptanceTimeoutSeconds,
int? additionalPlayerCount,
BackfillMode? backfillMode,
String? customEventData,
String? description,
FlexMatchMode? flexMatchMode,
List<GameProperty>? gameProperties,
String? gameSessionData,
List<String>? gameSessionQueueArns,
String? notificationTarget,
int? requestTimeoutSeconds,
String? ruleSetName,
}) async {
ArgumentError.checkNotNull(name, 'name');
_s.validateStringLength(
'name',
name,
1,
256,
isRequired: true,
);
_s.validateNumRange(
'acceptanceTimeoutSeconds',
acceptanceTimeoutSeconds,
1,
600,
);
_s.validateNumRange(
'additionalPlayerCount',
additionalPlayerCount,
0,
1152921504606846976,
);
_s.validateStringLength(
'customEventData',
customEventData,
0,
256,
);
_s.validateStringLength(
'description',
description,
1,
1024,
);
_s.validateStringLength(
'gameSessionData',
gameSessionData,
1,
4096,
);
_s.validateStringLength(
'notificationTarget',
notificationTarget,
0,
300,
);
_s.validateNumRange(
'requestTimeoutSeconds',
requestTimeoutSeconds,
1,
43200,
);
_s.validateStringLength(
'ruleSetName',
ruleSetName,
1,
256,
);
final headers = <String, String>{
'Content-Type': 'application/x-amz-json-1.1',
'X-Amz-Target': 'GameLift.UpdateMatchmakingConfiguration'
};
final jsonResponse = await _protocol.send(
method: 'POST',
requestUri: '/',
exceptionFnMap: _exceptionFns,
// TODO queryParams
headers: headers,
payload: {
'Name': name,
if (acceptanceRequired != null)
'AcceptanceRequired': acceptanceRequired,
if (acceptanceTimeoutSeconds != null)
'AcceptanceTimeoutSeconds': acceptanceTimeoutSeconds,
if (additionalPlayerCount != null)
'AdditionalPlayerCount': additionalPlayerCount,
if (backfillMode != null) 'BackfillMode': backfillMode.toValue(),
if (customEventData != null) 'CustomEventData': customEventData,
if (description != null) 'Description': description,
if (flexMatchMode != null) 'FlexMatchMode': flexMatchMode.toValue(),
if (gameProperties != null) 'GameProperties': gameProperties,
if (gameSessionData != null) 'GameSessionData': gameSessionData,
if (gameSessionQueueArns != null)
'GameSessionQueueArns': gameSessionQueueArns,
if (notificationTarget != null)
'NotificationTarget': notificationTarget,
if (requestTimeoutSeconds != null)
'RequestTimeoutSeconds': requestTimeoutSeconds,
if (ruleSetName != null) 'RuleSetName': ruleSetName,
},
);
return UpdateMatchmakingConfigurationOutput.fromJson(jsonResponse.body);
}