File: api_op_StartMatchmaking.go

package info (click to toggle)
golang-github-aws-aws-sdk-go-v2 1.17.1-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 384,244 kB
  • sloc: java: 13,538; makefile: 400; sh: 137
file content (163 lines) | stat: -rw-r--r-- 6,231 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
// 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"
)

// Uses FlexMatch to create a game match for a group of players based on custom
// matchmaking rules. With games that use GameLift managed hosting, this operation
// also triggers GameLift 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
// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)
// Set Up FlexMatch event notification
// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
// How GameLift FlexMatch works
// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html)
// 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) StartMatchmaking(ctx context.Context, params *StartMatchmakingInput, optFns ...func(*Options)) (*StartMatchmakingOutput, error) {
	if params == nil {
		params = &StartMatchmakingInput{}
	}

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

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

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

	// 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.
	//
	// This member is required.
	ConfigurationName *string

	// 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.
	//
	// This member is required.
	Players []types.Player

	// 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.
	TicketId *string

	noSmithyDocumentSerde
}

// Represents the returned data in response to a request operation.
type StartMatchmakingOutput struct {

	// Ticket representing the matchmaking request. This object include the information
	// included in the request, ticket status, and match results as generated during
	// the matchmaking process.
	MatchmakingTicket *types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata

	noSmithyDocumentSerde
}

func (c *Client) addOperationStartMatchmakingMiddlewares(stack *middleware.Stack, options Options) (err error) {
	err = stack.Serialize.Add(&awsAwsjson11_serializeOpStartMatchmaking{}, middleware.After)
	if err != nil {
		return err
	}
	err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpStartMatchmaking{}, 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 = addOpStartMatchmakingValidationMiddleware(stack); err != nil {
		return err
	}
	if err = stack.Initialize.Add(newServiceMetadataMiddleware_opStartMatchmaking(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_opStartMatchmaking(region string) *awsmiddleware.RegisterServiceMetadata {
	return &awsmiddleware.RegisterServiceMetadata{
		Region:        region,
		ServiceID:     ServiceID,
		SigningName:   "gamelift",
		OperationName: "StartMatchmaking",
	}
}