#[non_exhaustive]
pub struct Builder { /* private fields */ }
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Implementations

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

A descriptive label that is associated with matchmaking configuration.

A descriptive label that is associated with matchmaking configuration.

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: ::gamesessionqueue/ . 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.

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: ::gamesessionqueue/ . 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.

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.

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.

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

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.

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.

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.

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.

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

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.

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.

Information to add to all events related to the matchmaking configuration.

Information to add to all events related to the matchmaking configuration.

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.

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.

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.

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.

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.

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.

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.

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.

Consumes the builder and constructs a UpdateMatchmakingConfigurationInput

Trait Implementations

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This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

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