startMatchmaking method

Future<StartMatchmakingOutput> startMatchmaking({
  1. required String configurationName,
  2. required List<Player> players,
  3. String? ticketId,
})

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. If you're also using GameLift hosting, a new game session is started for the matched players. Each matchmaking request identifies one or more players to find a match for, and specifies the type of match to build, including the team configuration and the rules for an acceptable match. When a matchmaking request identifies a group of players who want to play together, FlexMatch finds additional players to fill the match. Match type, rules, and other features are defined in a MatchmakingConfiguration.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. For each player, you must also include the player attribute values that are required by the matchmaking configuration (in the rule set). If successful, a matchmaking ticket is returned with status set to QUEUED.

Track the status of the ticket to respond as needed. If you're also using GameLift hosting, a successfully completed ticket contains game session connection information. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

FlexMatch Integration Roadmap

How GameLift FlexMatch Works

Related operations

May throw InvalidRequestException. May throw NotFoundException. May throw InternalServiceException. May throw UnsupportedRegionException.

Parameter configurationName : 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.

Parameter players : 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.

Parameter 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 matchmaking ticket status and retrieve match results.

Implementation

Future<StartMatchmakingOutput> startMatchmaking({
  required String configurationName,
  required List<Player> players,
  String? ticketId,
}) async {
  ArgumentError.checkNotNull(configurationName, 'configurationName');
  _s.validateStringLength(
    'configurationName',
    configurationName,
    1,
    256,
    isRequired: true,
  );
  ArgumentError.checkNotNull(players, 'players');
  _s.validateStringLength(
    'ticketId',
    ticketId,
    0,
    128,
  );
  final headers = <String, String>{
    'Content-Type': 'application/x-amz-json-1.1',
    'X-Amz-Target': 'GameLift.StartMatchmaking'
  };
  final jsonResponse = await _protocol.send(
    method: 'POST',
    requestUri: '/',
    exceptionFnMap: _exceptionFns,
    // TODO queryParams
    headers: headers,
    payload: {
      'ConfigurationName': configurationName,
      'Players': players,
      if (ticketId != null) 'TicketId': ticketId,
    },
  );

  return StartMatchmakingOutput.fromJson(jsonResponse.body);
}