Struct aws_sdk_gamelift::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput
source · #[non_exhaustive]pub struct CreateMatchmakingConfigurationInput {Show 15 fields
pub name: Option<String>,
pub description: Option<String>,
pub game_session_queue_arns: Option<Vec<String>>,
pub request_timeout_seconds: Option<i32>,
pub acceptance_timeout_seconds: Option<i32>,
pub acceptance_required: Option<bool>,
pub rule_set_name: Option<String>,
pub notification_target: Option<String>,
pub additional_player_count: Option<i32>,
pub custom_event_data: Option<String>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_data: Option<String>,
pub backfill_mode: Option<BackfillMode>,
pub flex_match_mode: Option<FlexMatchMode>,
pub tags: Option<Vec<Tag>>,
}Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.name: Option<String>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
description: Option<String>A human-readable description of the matchmaking configuration.
game_session_queue_arns: Option<Vec<String>>The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
request_timeout_seconds: Option<i32>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.
acceptance_timeout_seconds: Option<i32>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptance_required: Option<bool>A flag that determines 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.
rule_set_name: Option<String>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.
notification_target: Option<String>An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
additional_player_count: Option<i32>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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.
custom_event_data: Option<String>Information to be added to all events related to this matchmaking configuration.
game_properties: Option<Vec<GameProperty>>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process 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.
game_session_data: Option<String>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process 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.
backfill_mode: Option<BackfillMode>The method used to backfill game sessions that are 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 Amazon GameLift create a backfill 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.
flex_match_mode: Option<FlexMatchMode>Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
Implementations§
source§impl CreateMatchmakingConfigurationInput
impl CreateMatchmakingConfigurationInput
sourcepub fn name(&self) -> Option<&str>
pub fn name(&self) -> Option<&str>
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
sourcepub fn description(&self) -> Option<&str>
pub fn description(&self) -> Option<&str>
A human-readable description of the matchmaking configuration.
sourcepub fn game_session_queue_arns(&self) -> &[String]
pub fn game_session_queue_arns(&self) -> &[String]
The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .game_session_queue_arns.is_none().
sourcepub fn request_timeout_seconds(&self) -> Option<i32>
pub fn request_timeout_seconds(&self) -> Option<i32>
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) -> Option<i32>
pub fn acceptance_timeout_seconds(&self) -> Option<i32>
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
sourcepub fn acceptance_required(&self) -> Option<bool>
pub fn acceptance_required(&self) -> Option<bool>
A flag that determines 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) -> Option<&str>
pub fn rule_set_name(&self) -> Option<&str>
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) -> Option<&str>
pub fn notification_target(&self) -> Option<&str>
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) -> Option<i32>
pub fn additional_player_count(&self) -> Option<i32>
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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.
sourcepub fn custom_event_data(&self) -> Option<&str>
pub fn custom_event_data(&self) -> Option<&str>
Information to be added to all events related to this matchmaking configuration.
sourcepub fn game_properties(&self) -> &[GameProperty]
pub fn game_properties(&self) -> &[GameProperty]
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process 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.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .game_properties.is_none().
sourcepub fn game_session_data(&self) -> Option<&str>
pub fn game_session_data(&self) -> Option<&str>
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process 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) -> Option<&BackfillMode>
pub fn backfill_mode(&self) -> Option<&BackfillMode>
The method used to backfill game sessions that are 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 Amazon GameLift create a backfill 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) -> Option<&FlexMatchMode>
pub fn flex_match_mode(&self) -> Option<&FlexMatchMode>
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .tags.is_none().
source§impl CreateMatchmakingConfigurationInput
impl CreateMatchmakingConfigurationInput
sourcepub fn builder() -> CreateMatchmakingConfigurationInputBuilder
pub fn builder() -> CreateMatchmakingConfigurationInputBuilder
Creates a new builder-style object to manufacture CreateMatchmakingConfigurationInput.
Trait Implementations§
source§impl Clone for CreateMatchmakingConfigurationInput
impl Clone for CreateMatchmakingConfigurationInput
source§fn clone(&self) -> CreateMatchmakingConfigurationInput
fn clone(&self) -> CreateMatchmakingConfigurationInput
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl PartialEq for CreateMatchmakingConfigurationInput
impl PartialEq for CreateMatchmakingConfigurationInput
source§fn eq(&self, other: &CreateMatchmakingConfigurationInput) -> bool
fn eq(&self, other: &CreateMatchmakingConfigurationInput) -> bool
self and other values to be equal, and is used
by ==.