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The callback function, onStartGameSession
, that is defined by you and passed to ProcessReady
gets called whenever a game session is created by GameLift on whatever server process it chose to host that game session. There are many ways to create a game session. Flexmatch is one of them, or you can create a game session through one of the various methods, for e.g. CreateGameSessionAsync
, in the GameLift class in the AWS SDK.
Hey @REDACTEDUSER
Just make terminology clear in this flow, what you've been referencing to as a client is a GameLift client that calls GameLift AWS Service APIs. Usually this is its own service and not a game client that players will directly interact with.
This section of the docs has a pretty good flow of how FlexMatch works https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html#gamelift-match-howitworks Specifically, during this step is when onStartGameSession will be called (from the GameLift remote server to your game)
FlexMatch with a GameLift hosting solution: The game session queue locates the best available game server for the match. Depending on how the queue is configured, it tries to place the game session with the lowest-cost resources and where players will experience low latency (if player latency data is provided). Once the game session is successfully placed, the GameLift service prompts the game server to start a new game session, passing on the matchmaking results and other optional game data.
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