#[non_exhaustive]pub struct Builder { /* private fields */ }
Expand description
A builder for UpdateMatchmakingConfigurationInput
Implementations
sourceimpl Builder
impl Builder
sourcepub fn name(self, input: impl Into<String>) -> Self
pub fn name(self, input: impl Into<String>) -> Self
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
sourcepub fn set_name(self, input: Option<String>) -> Self
pub fn set_name(self, input: Option<String>) -> Self
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
sourcepub fn description(self, input: impl Into<String>) -> Self
pub fn description(self, input: impl Into<String>) -> Self
A descriptive label that is associated with matchmaking configuration.
sourcepub fn set_description(self, input: Option<String>) -> Self
pub fn set_description(self, input: Option<String>) -> Self
A descriptive label that is associated with matchmaking configuration.
sourcepub fn game_session_queue_arns(self, input: impl Into<String>) -> Self
pub fn game_session_queue_arns(self, input: impl Into<String>) -> Self
Appends an item to game_session_queue_arns
.
To override the contents of this collection use set_game_session_queue_arns
.
The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
sourcepub fn set_game_session_queue_arns(self, input: Option<Vec<String>>) -> Self
pub fn set_game_session_queue_arns(self, input: Option<Vec<String>>) -> Self
The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
sourcepub fn request_timeout_seconds(self, input: i32) -> Self
pub fn request_timeout_seconds(self, input: i32) -> Self
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
sourcepub fn set_request_timeout_seconds(self, input: Option<i32>) -> Self
pub fn set_request_timeout_seconds(self, input: Option<i32>) -> Self
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
sourcepub fn acceptance_timeout_seconds(self, input: i32) -> Self
pub fn acceptance_timeout_seconds(self, input: i32) -> Self
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
sourcepub fn set_acceptance_timeout_seconds(self, input: Option<i32>) -> Self
pub fn set_acceptance_timeout_seconds(self, input: Option<i32>) -> Self
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
sourcepub fn acceptance_required(self, input: bool) -> Self
pub fn acceptance_required(self, input: bool) -> Self
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
sourcepub fn set_acceptance_required(self, input: Option<bool>) -> Self
pub fn set_acceptance_required(self, input: Option<bool>) -> Self
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
sourcepub fn rule_set_name(self, input: impl Into<String>) -> Self
pub fn rule_set_name(self, input: impl Into<String>) -> Self
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
sourcepub fn set_rule_set_name(self, input: Option<String>) -> Self
pub fn set_rule_set_name(self, input: Option<String>) -> Self
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
sourcepub fn notification_target(self, input: impl Into<String>) -> Self
pub fn notification_target(self, input: impl Into<String>) -> Self
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
sourcepub fn set_notification_target(self, input: Option<String>) -> Self
pub fn set_notification_target(self, input: Option<String>) -> Self
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
sourcepub fn additional_player_count(self, input: i32) -> Self
pub fn additional_player_count(self, input: i32) -> Self
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn set_additional_player_count(self, input: Option<i32>) -> Self
pub fn set_additional_player_count(self, input: Option<i32>) -> Self
The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn custom_event_data(self, input: impl Into<String>) -> Self
pub fn custom_event_data(self, input: impl Into<String>) -> Self
Information to add to all events related to the matchmaking configuration.
sourcepub fn set_custom_event_data(self, input: Option<String>) -> Self
pub fn set_custom_event_data(self, input: Option<String>) -> Self
Information to add to all events related to the matchmaking configuration.
sourcepub fn game_properties(self, input: GameProperty) -> Self
pub fn game_properties(self, input: GameProperty) -> Self
Appends an item to game_properties
.
To override the contents of this collection use set_game_properties
.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn game_session_data(self, input: impl Into<String>) -> Self
pub fn game_session_data(self, input: impl Into<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn set_game_session_data(self, input: Option<String>) -> Self
pub fn set_game_session_data(self, input: Option<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn backfill_mode(self, input: BackfillMode) -> Self
pub fn backfill_mode(self, input: BackfillMode) -> Self
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill
request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
sourcepub fn set_backfill_mode(self, input: Option<BackfillMode>) -> Self
pub fn set_backfill_mode(self, input: Option<BackfillMode>) -> Self
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill
request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
sourcepub fn flex_match_mode(self, input: FlexMatchMode) -> Self
pub fn flex_match_mode(self, input: FlexMatchMode) -> Self
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
-
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
-
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
sourcepub fn set_flex_match_mode(self, input: Option<FlexMatchMode>) -> Self
pub fn set_flex_match_mode(self, input: Option<FlexMatchMode>) -> Self
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
-
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
-
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
sourcepub fn build(self) -> Result<UpdateMatchmakingConfigurationInput, BuildError>
pub fn build(self) -> Result<UpdateMatchmakingConfigurationInput, BuildError>
Consumes the builder and constructs a UpdateMatchmakingConfigurationInput
Trait Implementations
impl StructuralPartialEq for Builder
Auto Trait Implementations
impl RefUnwindSafe for Builder
impl Send for Builder
impl Sync for Builder
impl Unpin for Builder
impl UnwindSafe for Builder
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more