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Hoping to get some insight into the behavior I am seeing while trying to use GameLift Matchmaking.

I have my configuration setup as such that it does not require player acceptance, as such:

    GameLiftMatchmakingConfiguration:
      Type: AWS::GameLift::MatchmakingConfiguration
      Properties: 
        AcceptanceRequired: false
        ...

When I go to the GameLift console and into the configuration I see that it was correctly set as well that it does not require acceptance.

This is where I am confused, because now I have it working where it places 2 users in PotentialMatchCreated and I get this event from GameLift. Then 30 seconds later, I get more events stating that these placements timed out and searching again.

The configuration documentation states that AcceptanceTimeoutSeconds is only required if AcceptanceRequired is true, which it is not for me.

the acceptance documentation states that you only call this When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE

Which its not, its in PotentialMatchCreated.

So my question is, what do I have to do to confirm a placement once GameLift places 2 users into a match? I am a bit surprised because I thought that the fact that it doesn't have to be accepted would mean that its automatically accepted match.

Also theres very little documentation I found regarding what to do in this situation, given the nature of this service not being as known as others I totally expected that but really hoping someone can help me on what to do next.

Any insight or help is greatly appreciated.

UPDATE1:

Additional information: I do not need to utilize GameLift fleets or builds at all. We have a browser game we are building and just want to utilize the matchmaking feature. So we dont have any game servers or anything like that, its just on our website where they would play the game and use our api's/websockets that puts the matchmaking on the server and notify the client when a match has been found with all the subsequent details.

UPDATE2:

To confirm my suspicions I decided to actually try to use the accept match endpoint and see what happens. Just as the documentation states, you can only accept a match if it requires acceptance. I get an error stating that I cannot accept a match that is not in REQUIRE_ACCEPTANCE state. Guessing this is a bug on AWS's side, I don't see any other endpoints that I can hit for being in state PotentialMatchCreated.

1 Answers1

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Figured out the issue. It has to do with the FlexModeMatch on the GameLiftMatchmakingConfiguration. For my use case, just needing matchmaking, STANDALONE is the correct implementation because we aren't having GameLift actually create game servers/sessions for us. I had mine using WITH_QUEUE which is why I believe I was having issues. Seemingly working correctly now.