AWS::GameLift::MatchmakingConfiguration
The AWS::GameLift::MatchmakingConfiguration
resource defines a new
matchmaking configuration for use with FlexMatch. Whether you're using FlexMatch with GameLift hosting or as a
standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams.
If you're using GameLift hosting, it also defines how to start game sessions for each match. Your matchmaking system
can use multiple configurations to handle different game scenarios. All matchmaking requests identify the
matchmaking configuration to use and provide player attributes that are consistent with that configuration.
Syntax
To declare this entity in your AWS CloudFormation template, use the following syntax:
JSON
{ "Type" : "AWS::GameLift::MatchmakingConfiguration", "Properties" : { "AcceptanceRequired" :
Boolean
, "AcceptanceTimeoutSeconds" :Integer
, "AdditionalPlayerCount" :Integer
, "BackfillMode" :String
, "CreationTime" :String
, "CustomEventData" :String
, "Description" :String
, "FlexMatchMode" :String
, "GameProperties" :[ GameProperty, ... ]
, "GameSessionData" :String
, "GameSessionQueueArns" :[ String, ... ]
, "Name" :String
, "NotificationTarget" :String
, "RequestTimeoutSeconds" :Integer
, "RuleSetArn" :String
, "RuleSetName" :String
, "Tags" :[ Tag, ... ]
} }
YAML
Type: AWS::GameLift::MatchmakingConfiguration Properties: AcceptanceRequired:
Boolean
AcceptanceTimeoutSeconds:Integer
AdditionalPlayerCount:Integer
BackfillMode:String
CreationTime:String
CustomEventData:String
Description:String
FlexMatchMode:String
GameProperties:- GameProperty
GameSessionData:String
GameSessionQueueArns:- String
Name:String
NotificationTarget:String
RequestTimeoutSeconds:Integer
RuleSetArn:String
RuleSetName:String
Tags:- Tag
Properties
AcceptanceRequired
-
A flag that determines 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 statusREQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.Required: Yes
Type: Boolean
Update requires: No interruption
AcceptanceTimeoutSeconds
-
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
Required: No
Type: Integer
Minimum:
1
Maximum:
600
Update requires: No interruption
AdditionalPlayerCount
-
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.Required: No
Type: Integer
Minimum:
0
Update requires: No interruption
BackfillMode
-
The method used to backfill game sessions that are created with this matchmaking configuration. Specify
MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. SpecifyAUTOMATIC
to have GameLift create aStartMatchBackfill
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 whenFlexMatchMode
is set toSTANDALONE
.Required: No
Type: String
Allowed values:
AUTOMATIC | MANUAL
Update requires: No interruption
CreationTime
-
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).Required: No
Type: String
Update requires: No interruption
CustomEventData
-
Information to add to all events related to the matchmaking configuration.
Required: No
Type: String
Minimum:
0
Maximum:
256
Update requires: No interruption
Description
-
A description for the matchmaking configuration.
Required: No
Type: String
Minimum:
1
Maximum:
1024
Update requires: No interruption
FlexMatchMode
-
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
Required: No
Type: String
Allowed values:
STANDALONE | WITH_QUEUE
Update requires: No interruption
-
GameProperties
-
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process with a request to start a new game session. See Start a Game Session. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.Required: No
Type: Array of GameProperty
Maximum:
16
Update requires: No interruption
GameSessionData
-
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. See Start a Game Session. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.Required: No
Type: String
Minimum:
1
Maximum:
4096
Update requires: No interruption
GameSessionQueueArns
-
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. IfFlexMatchMode
is set toSTANDALONE
, do not set this parameter.Required: No
Type: Array of String
Minimum:
1
Maximum:
256
Update requires: No interruption
Name
-
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Required: Yes
Type: String
Pattern:
[a-zA-Z0-9-\.]*
Maximum:
128
Update requires: Replacement
NotificationTarget
-
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
Required: No
Type: String
Pattern:
[a-zA-Z0-9:_/-]*(.fifo)?
Minimum:
0
Maximum:
300
Update requires: No interruption
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.
Required: Yes
Type: Integer
Minimum:
1
Maximum:
43200
Update requires: No interruption
RuleSetArn
-
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
Required: No
Type: String
Pattern:
^arn:.*:matchmakingruleset\/[a-zA-Z0-9-\.]*
Update requires: No interruption
RuleSetName
-
A unique identifier for the 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.
Required: Yes
Type: String
Pattern:
[a-zA-Z0-9-\.]*
Maximum:
128
Update requires: No interruption
-
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Required: No
Type: Array of Tag
Maximum:
200
Update requires: No interruption
Return values
Ref
When you pass the logical ID of this resource to the intrinsic Ref
function, Ref
returns the MatchmakingConfiguration
name, which is unique.
For more information about using the Ref
function, see Ref
.
Fn::GetAtt
The Fn::GetAtt
intrinsic function returns a value for a specified attribute of this type. The following are the available attributes and sample return values.
For more information about using the Fn::GetAtt
intrinsic function, see Fn::GetAtt
.
Arn
-
The unique Amazon Resource Name (ARN) for the
MatchmakingConfiguration
. Name
-
The
MatchmakingConfiguration
name, which is unique.
Examples
Create a matchmaking configuration for use with GameLift managed hosting
The following example creates a matchmaking configuration for a game that is being hosted on
GameLift servers, identifying a game session queue and providing a set of game properties to be passed on
to new game sessions. Player acceptance is required, with a 60-second timeout, and auto-backfill is enabled.
The example uses a
Ref
intrinsic function to specify the game session queue and rule set, which are also in
the template.
JSON
{ "Resources": { "QueueResource": { "Type": "AWS::GameLift::GameSessionQueue", "Properties": { "Name": "MyGameSessionQueue" } }, "MatchmakingRuleSetResource": { "Type": "AWS::GameLift::MatchmakingRuleSet", "Properties": { "Name": "MyRuleSet", "RuleSetBody": { "Fn::Sub": "{\"name\": \"MyMatchmakingRuleSet\",\"ruleLanguageVersion\": \"1.0\", \"teams\": [{\"name\": \"MyTeam\",\"minPlayers\": 1,\"maxPlayers\": 20}]}" } } }, "MatchmakingConfigurationResource": { "Type": "AWS::GameLift::MatchmakingConfiguration", "Properties": { "Name": "MyMatchmakingConfiguration", "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "AdditionalPlayerCount": 8, "BackfillMode": "AUTOMATIC", "CustomEventData": "MyCustomEventData", "Description": "A basic matchmaking configuration for a GameLift-hosted game", "FlexMatchMode": "WITH_QUEUE", "GameSessionData": "MyGameSessionData", "GameProperties": [ { "Key": "level", "Value": "10" }, { "Key": "gameMode", "Value": "hard" } ], "GameSessionQueueArns": [ { "Fn::GetAtt": [ "QueueResource", "Arn" ] } ], "RequestTimeoutSeconds": 100, "RuleSetName": { "Ref": "MatchmakingRuleSetResource" } }, "DependsOn": [ "QueueResource", "MatchmakingRuleSetResource" ] } } }
YAML
Resources: QueueResource: Type: "AWS::GameLift::GameSessionQueue" Properties: Name: "MyGameSessionQueue" MatchmakingRuleSetResource: Type: "AWS::GameLift::MatchmakingRuleSet" Properties: Name: "MyRuleSet" # Rule set body for a game of 20 players RuleSetBody: !Sub | { "name": "MyMatchmakingRuleSet", "ruleLanguageVersion": "1.0", "teams": [{ "name": "MyTeam", "minPlayers": 1, "maxPlayers": 20 }] } MatchmakingConfigurationResource: Type: "AWS::GameLift::MatchmakingConfiguration" Properties: Name: "MyMatchmakingConfiguration" AcceptanceRequired: true AcceptanceTimeoutSeconds: 60 AdditionalPlayerCount: 8 BackfillMode: "AUTOMATIC" CustomEventData: "MyCustomEventData" Description: "A basic matchmaking configuration for a GameLift-hosted game" FlexMatchMode: "WITH_QUEUE" GameSessionData: "MyGameSessionData" GameProperties: - Key: "level" Value: "10" - Key: "gameMode" Value: "hard" GameSessionQueueArns: - !GetAtt QueueResource.Arn RequestTimeoutSeconds: 100 RuleSetName: !Ref MatchmakingRuleSetResource DependsOn: - QueueResource - MatchmakingRuleSetResource
Create a matchmaking configuration for a standalone FlexMatch system
The following example creates a matchmaking configuration for a game that is hosted on resources
other than GameLift game servers. This includes games that are hosted on Amazon EC2 with GameLift FleetIQ.
This configuration omits the game session queue, game properties and session data, and additional player count.
Player acceptance is required, with a 60-second timeout. It uses a
Ref
intrinsic function to specify the rule set, which is also in
the template.
JSON
{ "Resources": { "MatchmakingRuleSetResource": { "Type": "AWS::GameLift::MatchmakingRuleSet", "Properties": { "Name": "MyRuleSet", "RuleSetBody": { "Fn::Sub": "{\"name\": \"MyMatchmakingRuleSet\",\"ruleLanguageVersion\": \"1.0\", \"teams\": [{\"name\": \"MyTeam\",\"minPlayers\": 1,\"maxPlayers\": 20}]}" } } }, "MatchmakingConfigurationResource": { "Type": "AWS::GameLift::MatchmakingConfiguration", "Properties": { "Name": "MyMatchmakingConfiguration", "AcceptanceRequired": true, "AcceptanceTimeoutSeconds": 60, "BackfillMode": "MANUAL", "CustomEventData": "MyCustomEventData", "Description": "A basic standalone matchmaking configuration", "FlexMatchMode": "STANDALONE", "RequestTimeoutSeconds": 100, "RuleSetName": { "Ref": "MatchmakingRuleSetResource" } }, "DependsOn": [ "MatchmakingRuleSetResource" ] } } }
YAML
Resources: MatchmakingRuleSetResource: Type: "AWS::GameLift::MatchmakingRuleSet" Properties: Name: "MyRuleSet" # Rule set body for a game of 20 players RuleSetBody: !Sub | { "name": "MyMatchmakingRuleSet", "ruleLanguageVersion": "1.0", "teams": [{ "name": "MyTeam", "minPlayers": 1, "maxPlayers": 20 }] } MatchmakingConfigurationResource: Type: "AWS::GameLift::MatchmakingConfiguration" Properties: Name: "MyMatchmakingConfiguration" AcceptanceRequired: true AcceptanceTimeoutSeconds: 60 BackfillMode: "MANUAL" CustomEventData: "MyCustomEventData" Description: "A basic standalone matchmaking configuration" FlexMatchMode: "STANDALONE" RequestTimeoutSeconds: 100 RuleSetName: !Ref MatchmakingRuleSetResource DependsOn: - MatchmakingRuleSetResource
See also
-
Create GameLift resources using Amazon CloudFront in the Amazon GameLift Developer Guide
-
Setting up GameLift FlexMatch matchmakers in the Amazon GameLift Developer Guide
-
MatchmakingConfiguration in the Amazon GameLift API Reference