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FlexMatch C++ API

Client Side

The AWS GameLift Gem implements a matchmaking interface for Amazon GameLift. The matchmaking interface (IMatchmakingRequests and IMatchmakingAsyncRequests) provides public APIs to add player matchmaking functionality to your GameLift hosted games.

The matchmaking interface represents the actions required to handle matchmaking in a game. The Gem provides an implementation to this interface that utilizes GameLift FlexMatch to find and group players in a session for your game.

There must be only one implementation of the matchmaking interface per matchmaking solution. To add support for another matchmaking solution, you must create another implementation of the matchmaking interface.

Matchmaking APIs

StartMatchmaking

Find a match for a group of players and create a session to host match. Check StartMatchmaking for more details.

To start matchmaking, call AWSGameLiftClientManager::StartMatchmaking() or AWSGameLiftClientManager::StartMatchmakingAsync() and pass in a reference to the StartMatchmaking request, which contains the matchmaking criteria. After the request is sent, you may want to keep polling the matchmaking ticket status to check whether the match is complete.

// Make synchronous call to start a game match for the current player
AWSGameLift::AWSGameLiftStartMatchmakingRequest request;
request.m_ticketId = "YourMatchmakingTicketId";
request.m_configurationName = "YourMatchmakingConfigurationName";

AWSGameLift::AWSGameLiftPlayer player;
player.m_playerAttributes["skill"] = "{\"N\": 23}";
player.m_playerAttributes["gameMode"] = "{\"S\": \"deathmatch\"}";
player.m_playerId = "CurrentPlayerId";
request.m_players = { player };

AZStd::string result = "";
AWSGameLift::AWSGameLiftMatchmakingRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingRequestBus::Events::StartMatchmaking, request, result);

// Make asynchronous call to start a game match for the current player
AWSGameLift::AWSGameLiftStartMatchmakingRequest request;
request.m_ticketId = "YourMatchmakingTicketId";
request.m_configurationName = "YourMatchmakingConfigurationName";

AWSGameLift::AWSGameLiftPlayer player;
player.m_playerAttributes["skill"] = "{\"N\": 23}";
player.m_playerAttributes["gameMode"] = "{\"S\": \"deathmatch\"}";
player.m_playerId = "CurrentPlayerId";
request.m_players = { player };

AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Events::StartMatchmakingAsync, request);
 
void OnStartMatchmakingAsyncComplete(const AZStd::string& matchmakingTicketId)
{
    ...
}

StopMatchmaking

Cancels a matchmaking ticket that is currently being processed. Check StopMatchmaking for more details.

To stop a matchmaking request, call AWSGameLiftClientManager::StopMatchmaking() or AWSGameLiftClientManager::StopMatchmakingAsync() and pass in a reference to the StopMatchmaking request, which contains the matchmaking ticket Id.

// Make synchronous call to stop a specific matchmaking request
AWSGameLift::AWSGameLiftStopMatchmakingRequest request;
request.m_ticketId = "YourMatchmakingTicketId";
AWSGameLift::AWSGameLiftMatchmakingRequestBus::BroadcastResult(result, &AWSGameLift::AWSGameLiftMatchmakingRequestBus::Events::StopMatchmaking, request);

// Make asynchronous call to stop a specific matchmaking request
AWSGameLift::AWSGameLiftStopMatchmakingRequest request;
request.m_ticketId = "YourMatchmakingTicketId";
AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Events::StopMatchmakingAsync, request);

void OnStopMatchmakingAsyncComplete()
{
    ...
}

AcceptMatch

Registers a player’s acceptance or rejection of a proposed match when match acceptance is enabled. Check AcceptMatch for more details.

To Accept or reject the match, call AWSGameLiftClientManager::AcceptMatch() or AWSGameLiftClientManager::AcceptMatchAsync(), and pass in a reference to the AcceptMatch request, which contains the player decision. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped.

// Make synchronous call to accept the proposed matchmaking
AWSGameLift::AWSGameLiftAcceptMatchRequest request;
request.m_acceptMatch = true;
request.m_ticketId = "YourMatchmakingTicketId";
request.m_playerIds = { "CurrentPlayerId" };

AWSGameLift::AWSGameLiftMatchmakingRequestBus::BroadcastResult(result, &AWSGameLift::AWSGameLiftMatchmakingRequestBus::Events::AcceptMatch, request);

// Make asynchronous call to accept the proposed matchmaking
AWSGameLift::AWSGameLiftAcceptMatchRequest request;
request.m_acceptMatch = true;
request.m_ticketId = "YourMatchmakingTicketId";
request.m_playerIds = { "CurrentPlayerId" };
AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingAsyncRequestBus::Events::AcceptMatchAsync, request);

void OnAcceptMatchAsyncComplete()
{
    ...
}

StartPolling

Request to start process for polling matchmaking ticket based on given ticket id and player Id.

To start polling the matchmaking ticket status after matchmaking is started, call AWSGameLiftClientLocalTicketTracker::StartPolling() and pass in the matchmaking ticket Id and player Id.

// Make synchronous call to start polling
AZStd::string ticketId = "YourMatchmakingTicketId";
AZStd::string playerId = "CurrentPlayerId";
AWSGameLift::AWSGameLiftMatchmakingEventRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingEventRequestBus::Events::StartPolling, ticketId, playerId);

StopPolling

Request to stop process for polling matchmaking ticket.

To stop polling the matchmaking ticket status after matchmaking is completed or canceled, call AWSGameLiftClientLocalTicketTracker::StopPolling().

// Make synchronous call to stop polling
AWSGameLift::AWSGameLiftMatchmakingEventRequestBus::Broadcast(&AWSGameLift::AWSGameLiftMatchmakingEventRequestBus::Events::StopPolling);
Caution:
The local ticket tracker provided by the AWS GameLift Gem is for development only. O3DE developer should replace it with a scalable solution for public release games.

Client notifications

Notifications will be sent from the matchmaking ticket tracking system when the ticket status is updated.

OnMatchComplete

When the matchmaking request is completed, the Multiplayer::MatchmakingNotificationBus::Events::OnMatchComplete() notification is broadcast from the matchmaking ticket tracking system. Once the matchmaking ticket is completed, the player can join the game session that is hosting the match.

bool OnMatchComplete()
{
    ...
}

OnMatchError

When the matchmaking request is processed with error, the Multiplayer::MatchmakingNotificationBus::Events::OnMatchError() notification is broadcast from the matchmaking ticket tracking system.

bool OnMatchError()
{
    ...
}

OnMatchFailure

When the matchmaking request is failed to complete, the Multiplayer::MatchmakingNotificationBus::Events::OnMatchFailure() notification is broadcasted from the matchmaking ticket tracking system.

bool OnMatchFailure()
{
    ...
}

OnMatchAcceptance

When match is found and pending on acceptance, the Multiplayer::MatchmakingNotificationBus::Events::OnMatchAcceptance() notification is broadcasted from the matchmaking ticket tracking system.

bool OnMatchAcceptance()
{
    ...
}

Server Side

Matchmaking APIs

The following APIs are for manual backfill only. You can set the backfill mode (automatic or manual) in your matchmaking configuration. Check Backfill existing games with FlexMatch for more details.

StartMatchBackfill

Sends a request to find new players for open slots in an existing game session. Check GameLift Server API reference for C++: Actions for more details.

To begin the process for manual backfill, call AWSGameLiftServerManager::StartMatchBackfill(), and pass in references to the ticket Id and a list of players.

When an existing session begins to be updated, the OnUpdateSessionBegin notification is broadcast on the server side to perform any configuration or initialization. At the end of the update, the OnUpdateSessionEnd notification is broadcast on the server side to perform any follow-up operations.

AZStd::string matchmakingTicketId = "YourMatchmakingTicketId";
// This list should contain the current players in the match, and each player should have expected attributes. Otherwise gamelift gem will use lazy loaded data which is not guaranteed to be accurate.
AZStd::vector<AWSGameLift::AWSGameLiftPlayer> players;
bool result;
AWSGameLift::AWSGameLiftServerRequestBus::BroadcastResult(result, &AWSGameLift::AWSGameLiftServerRequestBus::Events::StartMatchBackfill, matchmakingTicketId, players);

StopMatchBackfill

Cancels an active match backfill request that was created with StartMatchBackfill. Check GameLift Server API reference for C++: Actions for more details.

To stop the process for manual backfill, call AWSGameLiftServerManager::StopMatchBackfill(), and pass in a reference to the ticket Id.

AZStd::string matchmakingTicketId = "YourMatchmakingTicketId";
bool result;
AWSGameLift::AWSGameLiftServerRequestBus::BroadcastResult(result, &AWSGameLift::AWSGameLiftServerRequestBus::Events::StopMatchBackfill, matchmakingTicketId);

Session notification

OnUpdateSessionBegin

At the beginning of session update process, Multiplayer::SessionNotificationBus::Events::OnUpdateSessionBegin is invoked to perform any configuration or initialization to handle the session settings changing.

bool OnUpdateSessionBegin(const SessionConfig& sessionConfig, const AZStd::string& updateReason)
{
    ...
}

OnUpdateSessionEnd

At the end of session update process, Multiplayer::SessionNotificationBus::Events::OnUpdateSessionEnd is invoked to perform any follow-up operations after session is updated.

bool OnUpdateSessionEnd()
{
    ...
}
Note:
Server side APIs and notifications are for the manual backfill mode only. You don’t need to call them for the automatic backfill mode.