Module Values.StartMatchmakingInputSource

This API works with the following fleet types: EC2, Anywhere, Container Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use Amazon GameLift Servers managed hosting, this operation also triggers Amazon GameLift Servers to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED. Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service, which is defined in the matchmaking configuration. Learn more Add FlexMatch to a game client Set Up FlexMatch event notification How Amazon GameLift Servers FlexMatch works

Sourcetype nonrec t = {
  1. ticketId : MatchmakingIdStringModel.t option;
    (*

    A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

    *)
  2. configurationName : MatchmakingConfigurationName.t;
    (*

    Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

    *)
  3. players : PlayerList.t;
    (*

    Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to. You can include up to 10 Players in a StartMatchmaking request.

    *)
}
Sourceval context_ : string
Sourceval make : ?ticketId:??? -> configurationName:MatchmakingConfigurationName.t -> players:PlayerList.t -> unit -> t
Sourceval to_value : t -> [> `Structure of (string * [> `List of [> `Structure of (string * [> `Map of ([> `String of NonZeroAndMaxString.t ] * [> `Integer of PositiveInteger.t | `Structure of (string * [> `Double of DoubleObject.t | `List of [> `String of PlayerAttributeString.t ] list | `Map of ([> `String of PlayerAttributeString.t ] * [> `Double of DoubleObject.t ]) list | `String of PlayerAttributeString.t ]) list ]) list | `String of PlayerId.t ]) list ] list | `String of MatchmakingIdStringModel.t ]) list ]
Sourceval to_query : t -> Awso.Client.Query.t
Sourceval of_xml : Awso.Xml.t -> t
Sourceval of_string : string -> t
Sourceval of_json : Yojson.Safe.t -> t
Sourceval to_json : t -> Yojson.Safe.t