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So for automatic backfill, unless things have changed since I last experimented with it, when a match is made, if there is still player capacity, one backfill ticket will be created automatically that lasts either until the end of the game session or until the backfill request gets fulfilled/expires. But afaik, your server won't get the backfill ticket id directly. Technically, whatever's subscribed to the SNS topic that receives FlexMatch event notifications will get information about the backfill ticket but since you want to stop backfill conditionally, it would probably be easier to do manual backfill in order to call StopMatchBackfill with a matchmaking request ticket id. In this case, that ticket id would be returned from a call to StartMatchBackfill. Hopefully, someone from AWS can shed some more light on this topic but what I remember is that automatic backfill is somewhat limited.
Hey, so for stopping backfill in this situation, I believe that it would be better handled by the server through the server SDK, not the client service. Yes, you can call StopMatchmaking
from the client/client service while passing the backfill ticket id but since you want the server logic controlling when backfill stops (in this case when the game is almost over), I would recommend taking a look at either calling StopMatchBackfill in the gamelift server SDK or calling StopMatchmaking in the AWS SDK from the server.
Backfill requests are basically like regular matchmaking requests. In the case you specified, you would have to make a new backfill request (after canceling the current backfill request) to account for that player leaving because the existing backfill request won't automatically adjust to that since the matchmaking is independent of the game server/player logic. If you don't make a new backfill request, then the old one is going to continue to be processed by flexmatch and gamelift will keep trying to backfill the original 6 players.
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