Like the title, if a player as much as the maxplayer count specified in the matchmaking rule set tries startmatchmaking and all players' status becomes TIMEDOUT, or if one player calls startmatchmaking and RemovePlayerSession as much as maxplayer count in one session, matchmaking is no longer available.
My Matchmaking settings are set as follows.
I set queue timeout 30 sec,
Alias routing type is Simple,
FlexMatch mode is Managed,
Matchmaking config's request timeout is 10 sec,
Backfill mode is Automatic,
Additional player count is 10.
The status of the session is as shown in image below.

Here is my matchmaking rule set.

and Matchmaker Data is as below image

How can I fix it??
The matchmaking flow I think is as follows. Is there anything impossible here?
- When the player requests startmatchmaking, they will participate in the session with the largest number of active people.
- When the game starts, change the PlayerSessionCreationPolicy to 'DENY_ALL' using update_game_session api.
- When the game is over, change the PlayerSessionCreationPolicy for the session to 'ACCEPT_ALL' to allow new players to enter.
- When the number of sessions reaches zero, remove the session.
Thanks for your answer! After changing the player status of Reserved status to Active through AcceptPlayerSession(), RemovePlayerSession() is being called when the player's session is disconnected. If I call RemovePlayerSession(), is it correct that the Player status is changed to COMPLETED without any additional work, and a new player can enter Matchmaking in the empty slot? Even if I call RemovePlayerSession() and change the player status to COMPLETED, Matchmaking will no longer put it in the vacancy.