IN THIS ARTICLE
FlexMatch Scripting
The AWS GameLift provides Script Canvas nodes that make requests against Amazon GameLift to start, stop and accept matchmaking requests.
There are synchronous and asynchronous versions for each action. Asynchronous nodes perform their operation in the AZ JobFunction and finish at some point in the future. These operations communicate over the network through either AWS HTTPS requests or TCP/UDP packets. Each asynchronous node has a corresponding notification handler node.
StartMatchmaking
To find a match for a group of players and create a session to host match, use the StartMatchmaking
node.
With this node, you can pass in the properties configuration name
, players
and ticket id
through AWSGameLiftStartMatchmakingRequest
.
StartMatchmaking sample graph
StartMatchmakingAsync sample graph
StopMatchmaking
To cancel a matchmaking ticket that is currently being processed, use the StopMatchmaking
node.
With this node, you can pass in the property ticket id
through AWSGameLiftStopMatchmakingRequest
.
StopMatchmaking sample graph
StopMatchmakingAsync sample graph
AcceptMatch
To register a player’s acceptance or rejection of a proposed matchmaking, use the AcceptMatch
node.
With this node, you can pass in the properties accept match
, player ids
and ticket id
through AWSGameLiftAcceptMatchRequest
.
AcceptMatch sample graph
AcceptMatchAsync sample graph
StartPolling
Request to start the local process for polling matchmaking ticket based on given ticket id and player Id.
StartPolling sample graph
StopPolling
Request to stop the local process for polling matchmaking ticket.
StopPolling sample graph
Matchmaking notifications
The matchmaking notifications to listen for performing required operations based on matchmaking ticket event.
OnMatchAcceptance node
OnMatchAcceptance is fired when match is found and pending on acceptance. Use this notification to accept found match.
OnMatchComplete node
OnMatchComplete is fired when match is complete.
OnMatchError node
OnMatchError is fired when match is processed with error.
OnMatchFailure node
OnMatchFailure is fired when match is failed to complete.