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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"
)
// 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",
}
}
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