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feat(gamelift): add MatchmakingConfiguration L2 Construct for GameLift #23326

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b5b0257
Adding matchmaking configuration construct
stevehouel Nov 24, 2022
c3af54a
Merge branch 'main' into houes/rfc-436-matchmakingconf
stevehouel Dec 6, 2022
769f664
Adding MatchmakingConfiguration constructs for GameLift
stevehouel Dec 7, 2022
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Merge branch 'main' into houes/rfc-436-matchmakingconf
stevehouel Dec 8, 2022
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Merge branch 'main' into houes/rfc-436-matchmakingconf
stevehouel Dec 8, 2022
f2a816f
Adding GameSessionQueue entity and fixing some typos.
stevehouel Dec 8, 2022
be0adfb
Add MatchmakingConfiguration L2 constructs and related tests
stevehouel Dec 13, 2022
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74d0c6b
fix formatting
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38 changes: 38 additions & 0 deletions packages/@aws-cdk/aws-gamelift/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,44 @@ configuration or game server fleet management system.

## GameLift FlexMatch

### Defining a Matchmaking configuration

FlexMatch is available both as a GameLift game hosting solution (including
Realtime Servers) and as a standalone matchmaking service. To set up a
FlexMatch matchmaker to process matchmaking requests, you have to create a
matchmaking configuration based on a RuleSet.

More details about matchmaking ruleSet are covered [below](#matchmaking-ruleset).

There is two types of Matchmaking configuration:

Through a game session queue system to let FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

```ts
declare const queue: gamelift.GameSessionQueue;
declare const ruleSet: gamelift.MatchmakingRuleSet;

new gamelift.QueuedMatchmakingConfiguration(this, 'QueuedMatchmakingConfiguration', {
matchmakingConfigurationName: 'test-queued-config-name',
gameSessionQueues: [queue],
ruleSet: ruleSet,
});
```

Or through a standalone version to let FlexMatch forms matches and returns match information in an event.

```ts
declare const ruleSet: gamelift.MatchmakingRuleSet;

new gamelift.StandaloneMatchmakingConfiguration(this, 'StandaloneMatchmaking', {
matchmakingConfigurationName: 'test-standalone-config-name',
ruleSet: ruleSet,
});
```


More details about Game session queue are covered [below](#game-session-queue).

### Matchmaking RuleSet

Every FlexMatch matchmaker must have a rule set. The rule set determines the
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3 changes: 3 additions & 0 deletions packages/@aws-cdk/aws-gamelift/lib/index.ts
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,9 @@ export * from './game-server-group';
export * from './ingress-rule';
export * from './fleet-base';
export * from './build-fleet';
export * from './matchmaking-configuration';
export * from './queued-matchmaking-configuration';
export * from './standalone-matchmaking-configuration';
export * from './game-session-queue';
export * from './matchmaking-ruleset';
export * from './matchmaking-ruleset-body';
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286 changes: 286 additions & 0 deletions packages/@aws-cdk/aws-gamelift/lib/matchmaking-configuration.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,286 @@
import * as cloudwatch from '@aws-cdk/aws-cloudwatch';
import * as sns from '@aws-cdk/aws-sns';
import * as cdk from '@aws-cdk/core';
import { Construct } from 'constructs';
import { IMatchmakingRuleSet } from '.';

/**
* A set of custom properties for a game session, formatted as key-value pairs.
* These properties are passed to a game server process with a request to start a new game session.
*
* This parameter is not used for Standalone FlexMatch mode.
*
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession
*/
export interface GameProperty {
/**
* The game property identifier.
*/
readonly key: string;
/**
* The game property value.
*/
readonly value: string;
}

/**
* Represents a Gamelift matchmaking configuration
*/
export interface IMatchmakingConfiguration extends cdk.IResource {
/**
* The name of the matchmaking configuration.
*
* @attribute
*/
readonly matchmakingConfigurationName: string;
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/**
* The ARN of the matchmaking configuration.
*
* @attribute
*/
readonly matchmakingConfigurationArn: string;

/**
* The notification target for matchmaking events
*
* @attribute
*/
readonly notificationTarget?: sns.ITopic;


/**
* Return the given named metric for this matchmaking configuration.
*/
metric(metricName: string, props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* Matchmaking requests currently being processed or waiting to be processed.
*/
metricCurrentTickets(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* For matchmaking configurations that require acceptance, the potential matches that were accepted since the last report.
*/
metricMatchesAccepted(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* Potential matches that were created since the last report.
*/
metricMatchesCreated(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* Matches that were successfully placed into a game session since the last report.
*/
metricMatchesPlaced(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* For matchmaking configurations that require acceptance, the potential matches that were rejected by at least one player since the last report.
*/
metricMatchesRejected(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* Players in matchmaking tickets that were added since the last report.
*/
metricPlayersStarted(props?: cloudwatch.MetricOptions): cloudwatch.Metric;

/**
* For matchmaking requests that were put into a potential match before the last report,
* the amount of time between ticket creation and potential match creation.
*
* Units: seconds
*/
metricTimeToMatch(props?: cloudwatch.MetricOptions): cloudwatch.Metric;
}

/**
* A full specification of a matchmaking configuration that can be used to import it fluently into the CDK application.
*/
export interface MatchmakingConfigurationAttributes {
/**
* The ARN of the Matchmaking configuration
*
* At least one of `matchmakingConfigurationArn` and `matchmakingConfigurationName` must be provided.
*
* @default derived from `matchmakingConfigurationName`.
*/
readonly matchmakingConfigurationArn?: string;

/**
* The identifier of the Matchmaking configuration
*
* At least one of `matchmakingConfigurationName` and `matchmakingConfigurationArn` must be provided.
*
* @default derived from `matchmakingConfigurationArn`.
*/
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readonly matchmakingConfigurationName?: string;

/**
* An SNS topic ARN that is set up to receive matchmaking notifications.
*
* @see https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html
*
* @default no notification target binded to imported ressource
*/
readonly notificationTarget?: sns.ITopic;
}

/**
* Properties for a new Gamelift matchmaking configuration
*/
export interface MatchmakingConfigurationProps {

/**
* A unique identifier for the matchmaking configuration.
* This name is used to identify the configuration associated with a matchmaking request or ticket.
*/
readonly matchmakingConfigurationName: string;

/**
* A human-readable description of the matchmaking configuration.
*
* @default no description is provided
*/
readonly description?: string;

/**
* A flag that determines whether a match that was created with this configuration must be accepted by the matched players.
* With this option enabled, matchmaking tickets use the status `REQUIRES_ACCEPTANCE` to indicate when a completed potential match is waiting for player acceptance.
*
* @default Acceptance is not required
*/
readonly requireAcceptance?: boolean;

/**
* The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
*
* @default 300 seconds
*/
readonly acceptanceTimeout?: cdk.Duration;

/**
* Information to add to all events related to the matchmaking configuration.
*
* @default no custom data added to events
*/
readonly customEventData?: string;

/**
* An SNS topic ARN that is set up to receive matchmaking notifications.
*
* @see https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html
*
* @default no notification target
*/
readonly notificationTarget?: sns.ITopic;

/**
* The maximum duration, that a matchmaking ticket can remain in process before timing out.
* Requests that fail due to timing out can be resubmitted as needed.
*
* @default 300 seconds
*/
readonly requestTimeout?: cdk.Duration;

/**
* A matchmaking rule set to use with this configuration.
*
* A matchmaking configuration can only use rule sets that are defined in the same Region.
*/
readonly ruleSet: IMatchmakingRuleSet;
}

/**
* Base class for new and imported GameLift Matchmaking configuration.
*/
export abstract class MatchmakingConfigurationBase extends cdk.Resource implements IMatchmakingConfiguration {


/**
* Import an existing matchmaking configuration from its attributes.
*/
static fromMatchmakingConfigurationAttributes(scope: Construct, id: string, attrs: MatchmakingConfigurationAttributes): IMatchmakingConfiguration {
if (!attrs.matchmakingConfigurationName && !attrs.matchmakingConfigurationArn) {
throw new Error('Either matchmakingConfigurationName or matchmakingConfigurationArn must be provided in MatchmakingConfigurationAttributes');
}
const matchmakingConfigurationName = attrs.matchmakingConfigurationName ??
cdk.Stack.of(scope).splitArn(attrs.matchmakingConfigurationArn!, cdk.ArnFormat.SLASH_RESOURCE_NAME).resourceName;
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if (!matchmakingConfigurationName) {
throw new Error(`No matchmaking configuration name found in ARN: '${attrs.matchmakingConfigurationArn}'`);
}
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const matchmakingConfigurationArn = attrs.matchmakingConfigurationArn ?? cdk.Stack.of(scope).formatArn({
service: 'gamelift',
resource: 'matchmakingconfiguration',
resourceName: attrs.matchmakingConfigurationName,
arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,
});
class Import extends MatchmakingConfigurationBase {
public readonly matchmakingConfigurationName = matchmakingConfigurationName!;
public readonly matchmakingConfigurationArn = matchmakingConfigurationArn;
public readonly notificationTarget = attrs.notificationTarget;

constructor(s: Construct, i: string) {
super(s, i, {
environmentFromArn: matchmakingConfigurationArn,
});
}
}
return new Import(scope, id);
}

/**
* The Identifier of the matchmaking configuration.
*/
public abstract readonly matchmakingConfigurationName: string;
/**
* The ARN of the matchmaking configuration.
*/
public abstract readonly matchmakingConfigurationArn: string;

/**
* The notification target for matchmaking events
*/
public abstract readonly notificationTarget?: sns.ITopic;

metric(metricName: string, props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return new cloudwatch.Metric({
namespace: 'AWS/GameLift',
metricName: metricName,
dimensionsMap: {
MatchmakingConfigurationName: this.matchmakingConfigurationName,
},
...props,
}).attachTo(this);
}

metricCurrentTickets(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('CurrentTickets', props);
}

metricMatchesAccepted(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('MatchesAccepted', props);
}

metricMatchesCreated(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('MatchesCreated', props);
}

metricMatchesPlaced(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('MatchesPlaced', props);
}

metricMatchesRejected(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('MatchesRejected', props);
}

metricPlayersStarted(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('PlayersStarted', props);
}

metricTimeToMatch(props?: cloudwatch.MetricOptions): cloudwatch.Metric {
return this.metric('TimeToMatch', props);
}

}
2 changes: 1 addition & 1 deletion packages/@aws-cdk/aws-gamelift/lib/matchmaking-ruleset.ts
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ export abstract class MatchmakingRuleSetBase extends cdk.Resource implements IMa
namespace: 'AWS/GameLift',
metricName: metricName,
dimensionsMap: {
FleetId: this.matchmakingRuleSetName,
MatchmakingRuleSetName: this.matchmakingRuleSetName,
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},
...props,
}).attachTo(this);
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