Copyright | (c) 2013-2023 Brendan Hay |
---|---|
License | Mozilla Public License, v. 2.0. |
Maintainer | Brendan Hay |
Stability | auto-generated |
Portability | non-portable (GHC extensions) |
Safe Haskell | Safe-Inferred |
Language | Haskell2010 |
Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.
When using FlexMatch with GameLift managed hosting, you can request a
backfill match from a client service by calling this operation with a
GameSessions
ID. You also have the option of making backfill requests
directly from your game server. In response to a request, FlexMatch
creates player sessions for the new players, updates the GameSession
resource, and sends updated matchmaking data to the game server. You can
request a backfill match at any point after a game session is started.
Each game session can have only one active backfill request at a time; a
subsequent request automatically replaces the earlier request.
When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.
To request a backfill match, specify a unique ticket ID, the original
matchmaking configuration, and matchmaking data for all current players
in the game session being backfilled. Optionally, specify the
GameSession
ARN. If successful, a match backfill ticket is created and
returned with status set to QUEUED. Track the status of backfill tickets
using the same method for tracking tickets for new matches.
Only game sessions created by FlexMatch are supported for match backfill.
Learn more
Backfill existing games with FlexMatch
Matchmaking events (reference)
Synopsis
- data StartMatchBackfill = StartMatchBackfill' {
- gameSessionArn :: Maybe Text
- ticketId :: Maybe Text
- configurationName :: Text
- players :: [Player]
- newStartMatchBackfill :: Text -> StartMatchBackfill
- startMatchBackfill_gameSessionArn :: Lens' StartMatchBackfill (Maybe Text)
- startMatchBackfill_ticketId :: Lens' StartMatchBackfill (Maybe Text)
- startMatchBackfill_configurationName :: Lens' StartMatchBackfill Text
- startMatchBackfill_players :: Lens' StartMatchBackfill [Player]
- data StartMatchBackfillResponse = StartMatchBackfillResponse' {}
- newStartMatchBackfillResponse :: Int -> StartMatchBackfillResponse
- startMatchBackfillResponse_matchmakingTicket :: Lens' StartMatchBackfillResponse (Maybe MatchmakingTicket)
- startMatchBackfillResponse_httpStatus :: Lens' StartMatchBackfillResponse Int
Creating a Request
data StartMatchBackfill Source #
See: newStartMatchBackfill
smart constructor.
StartMatchBackfill' | |
|
Instances
newStartMatchBackfill Source #
Create a value of StartMatchBackfill
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
StartMatchBackfill
, startMatchBackfill_gameSessionArn
- A unique identifier for the game session. Use the game session ID. When
using FlexMatch as a standalone matchmaking solution, this parameter is
not needed.
StartMatchBackfill
, startMatchBackfill_ticketId
- A unique identifier for a matchmaking ticket. If no ticket ID is
specified here, Amazon GameLift will generate one in the form of a UUID.
Use this identifier to track the match backfill ticket status and
retrieve match results.
StartMatchBackfill
, startMatchBackfill_configurationName
- Name of the matchmaker to use for this request. You can use either the
configuration name or ARN value. The ARN of the matchmaker that was used
with the original game session is listed in the GameSession
object,
MatchmakerData
property.
StartMatchBackfill
, startMatchBackfill_players
- Match information on all players that are currently assigned to the game
session. This information is used by the matchmaker to find new players
and add them to the existing game.
You can include up to 199 Players
in a StartMatchBackfill
request.
PlayerID, PlayerAttributes, Team -- This information is maintained in the
GameSession
object,MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
- LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Request Lenses
startMatchBackfill_gameSessionArn :: Lens' StartMatchBackfill (Maybe Text) Source #
A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
startMatchBackfill_ticketId :: Lens' StartMatchBackfill (Maybe Text) Source #
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
startMatchBackfill_configurationName :: Lens' StartMatchBackfill Text Source #
Name of the matchmaker to use for this request. You can use either the
configuration name or ARN value. The ARN of the matchmaker that was used
with the original game session is listed in the GameSession
object,
MatchmakerData
property.
startMatchBackfill_players :: Lens' StartMatchBackfill [Player] Source #
Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
You can include up to 199 Players
in a StartMatchBackfill
request.
PlayerID, PlayerAttributes, Team -- This information is maintained in the
GameSession
object,MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
- LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
Destructuring the Response
data StartMatchBackfillResponse Source #
See: newStartMatchBackfillResponse
smart constructor.
StartMatchBackfillResponse' | |
|
Instances
newStartMatchBackfillResponse Source #
Create a value of StartMatchBackfillResponse
with all optional fields omitted.
Use generic-lens or optics to modify other optional fields.
The following record fields are available, with the corresponding lenses provided for backwards compatibility:
$sel:matchmakingTicket:StartMatchBackfillResponse'
, startMatchBackfillResponse_matchmakingTicket
- Ticket representing the backfill matchmaking request. This object
includes the information in the request, ticket status, and match
results as generated during the matchmaking process.
$sel:httpStatus:StartMatchBackfillResponse'
, startMatchBackfillResponse_httpStatus
- The response's http status code.
Response Lenses
startMatchBackfillResponse_matchmakingTicket :: Lens' StartMatchBackfillResponse (Maybe MatchmakingTicket) Source #
Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
startMatchBackfillResponse_httpStatus :: Lens' StartMatchBackfillResponse Int Source #
The response's http status code.