File: api_op_AcceptMatch.go

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// Code generated by smithy-go-codegen DO NOT EDIT.

package gamelift

import (
	"context"
	awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware"
	"github.com/aws/aws-sdk-go-v2/aws/signer/v4"
	"github.com/aws/aws-sdk-go-v2/service/gamelift/types"
	"github.com/aws/smithy-go/middleware"
	smithyhttp "github.com/aws/smithy-go/transport/http"
)

// Registers a player's acceptance or rejection of a proposed FlexMatch match. A
// matchmaking configuration may require player acceptance; if so, then matches
// built with that configuration cannot be completed unless all players accept the
// proposed match within a specified time limit. When FlexMatch builds a match, all
// the matchmaking tickets involved in the proposed match are placed into status
// REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all
// players in the ticket. Acceptances are only valid for tickets when they are in
// this status; all other acceptances result in an error. To register acceptance,
// specify the ticket ID, a response, and one or more players. Once all players
// have registered acceptance, the matchmaking tickets advance to status PLACING,
// where a new game session is created for the match. If any player rejects the
// match, or if acceptances are not received before a specified timeout, the
// proposed match is dropped. The matchmaking tickets are then handled in one of
// two ways: For tickets where one or more players rejected the match or failed to
// respond, the ticket status is set to CANCELLED, and processing is terminated.
// For tickets where players have accepted or not yet responded, the ticket status
// is returned to SEARCHING to find a new match. A new matchmaking request for
// these players can be submitted as needed. Learn more  Add FlexMatch to a game
// client
// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)
// FlexMatch events
// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html)
// (reference) Related actions StartMatchmaking | DescribeMatchmaking |
// StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task
// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) AcceptMatch(ctx context.Context, params *AcceptMatchInput, optFns ...func(*Options)) (*AcceptMatchOutput, error) {
	if params == nil {
		params = &AcceptMatchInput{}
	}

	result, metadata, err := c.invokeOperation(ctx, "AcceptMatch", params, optFns, c.addOperationAcceptMatchMiddlewares)
	if err != nil {
		return nil, err
	}

	out := result.(*AcceptMatchOutput)
	out.ResultMetadata = metadata
	return out, nil
}

// Represents the input for a request operation.
type AcceptMatchInput struct {

	// Player response to the proposed match.
	//
	// This member is required.
	AcceptanceType types.AcceptanceType

	// A unique identifier for a player delivering the response. This parameter can
	// include one or multiple player IDs.
	//
	// This member is required.
	PlayerIds []string

	// A unique identifier for a matchmaking ticket. The ticket must be in status
	// REQUIRES_ACCEPTANCE; otherwise this request will fail.
	//
	// This member is required.
	TicketId *string

	noSmithyDocumentSerde
}

type AcceptMatchOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata

	noSmithyDocumentSerde
}

func (c *Client) addOperationAcceptMatchMiddlewares(stack *middleware.Stack, options Options) (err error) {
	err = stack.Serialize.Add(&awsAwsjson11_serializeOpAcceptMatch{}, middleware.After)
	if err != nil {
		return err
	}
	err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpAcceptMatch{}, middleware.After)
	if err != nil {
		return err
	}
	if err = addSetLoggerMiddleware(stack, options); err != nil {
		return err
	}
	if err = awsmiddleware.AddClientRequestIDMiddleware(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddComputeContentLengthMiddleware(stack); err != nil {
		return err
	}
	if err = addResolveEndpointMiddleware(stack, options); err != nil {
		return err
	}
	if err = v4.AddComputePayloadSHA256Middleware(stack); err != nil {
		return err
	}
	if err = addRetryMiddlewares(stack, options); err != nil {
		return err
	}
	if err = addHTTPSignerV4Middleware(stack, options); err != nil {
		return err
	}
	if err = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
		return err
	}
	if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
		return err
	}
	if err = addClientUserAgent(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
		return err
	}
	if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
		return err
	}
	if err = addOpAcceptMatchValidationMiddleware(stack); err != nil {
		return err
	}
	if err = stack.Initialize.Add(newServiceMetadataMiddleware_opAcceptMatch(options.Region), middleware.Before); err != nil {
		return err
	}
	if err = addRequestIDRetrieverMiddleware(stack); err != nil {
		return err
	}
	if err = addResponseErrorMiddleware(stack); err != nil {
		return err
	}
	if err = addRequestResponseLogging(stack, options); err != nil {
		return err
	}
	return nil
}

func newServiceMetadataMiddleware_opAcceptMatch(region string) *awsmiddleware.RegisterServiceMetadata {
	return &awsmiddleware.RegisterServiceMetadata{
		Region:        region,
		ServiceID:     ServiceID,
		SigningName:   "gamelift",
		OperationName: "AcceptMatch",
	}
}