updateMatchmakingConfiguration method

Future<UpdateMatchmakingConfigurationOutput> updateMatchmakingConfiguration({
  1. required String name,
  2. bool? acceptanceRequired,
  3. int? acceptanceTimeoutSeconds,
  4. int? additionalPlayerCount,
  5. BackfillMode? backfillMode,
  6. String? customEventData,
  7. String? description,
  8. FlexMatchMode? flexMatchMode,
  9. List<GameProperty>? gameProperties,
  10. String? gameSessionData,
  11. List<String>? gameSessionQueueArns,
  12. String? notificationTarget,
  13. int? requestTimeoutSeconds,
  14. 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

Design a FlexMatch Matchmaker

Related operations

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);
}