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See the User Guide for help getting started. Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

De a FlexMatch matchmaker. See 'aws help' for descriptions of global parameters.

ARNs are unique across all Regions. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration.

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session see Start a Game Session.

This information is added to the new GameSession object that is created for a successful match. Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session.

For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session.

For more information, see the GameLift Developer Guide. The method that is used to backfill game sessions created with this matchmaking configuration.

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. The JSON string follows the format provided by --generate-cli-skeleton.

It is not possible to pass arbitrary binary values using a JSON-provided value as the string will be taken literally. If provided with no value or the value inputprints a sample input JSON that can be used as an argument for --cli-input-json.

If provided with the value outputit validates the command inputs and returns a sample output JSON for that command. Feedback Did you find this useful? You can use either the configuration name or ARN value.

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed. The length of time in seconds to wait for players to accept a proposed match, if acceptance is required. A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

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A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region. See Setting up notifications for matchmaking for more information.

The of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single person team, and the additional player count is set to 2, only 10 players are selected for the match.

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session see Start a Game Session. This name is used to identify the configuration associated with a matchmaking request or ticket.

If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match. A time stamp indicating when this data object was created. Format is a expressed in Unix time as milliseconds for example " The method used to backfill game sessions created with this matchmaking configuration. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch.