In certain scenarios, potential matches may be made through FlexMatch even when there are no available server processes in any of the fleet destinations in the queue attached to the matchmaker. In this case, assuming match acceptance is not required (PotentialMatchCreated) or if all the players needed for a match accept the match (AcceptMatchCompleted), I believe FlexMatch/GameLift waits until either a server process opens up in one of the fleets in the queue or the resulting queue placement times out.
In the former case (MatchmakingSucceeded), when a server process becomes available for hosting a game session, the matchmaking tickets will be updated with an event of type MatchmakingSucceeded.
In the latter (queue placement times out), when a server process does not become available for hosting a game session before the queue placement times out, no event notification is sent for the requests/tickets involved in the match that the queue placement timed out for. I know that we can make assumptions knowing the queue timeout and matchmaking request timeout values, and that we should try to avoid these kinds of situations from happening in general by implementing the right auto scaling policies and making sure we have enough hosting resources to meet player demand/traffic. But shouldn’t there be a FlexMatch event notification in this case? Perhaps of type MatchmakingTimedOut?
Thanks in advance!