Struct aws_sdk_gamelift::operation::update_matchmaking_configuration::builders::UpdateMatchmakingConfigurationInputBuilder
source · #[non_exhaustive]pub struct UpdateMatchmakingConfigurationInputBuilder { /* private fields */ }
Expand description
A builder for UpdateMatchmakingConfigurationInput
.
Implementations§
source§impl UpdateMatchmakingConfigurationInputBuilder
impl UpdateMatchmakingConfigurationInputBuilder
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.
This field is required.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 get_name(&self) -> &Option<String>
pub fn get_name(&self) -> &Option<String>
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 description for the matchmaking configuration.
sourcepub fn set_description(self, input: Option<String>) -> Self
pub fn set_description(self, input: Option<String>) -> Self
A description for the matchmaking configuration.
sourcepub fn get_description(&self) -> &Option<String>
pub fn get_description(&self) -> &Option<String>
A description for the 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 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.
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 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.
sourcepub fn get_game_session_queue_arns(&self) -> &Option<Vec<String>>
pub fn get_game_session_queue_arns(&self) -> &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.
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 get_request_timeout_seconds(&self) -> &Option<i32>
pub fn get_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, 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 get_acceptance_timeout_seconds(&self) -> &Option<i32>
pub fn get_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, 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 get_acceptance_required(&self) -> &Option<bool>
pub fn get_acceptance_required(&self) -> &Option<bool>
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 get_rule_set_name(&self) -> &Option<String>
pub fn get_rule_set_name(&self) -> &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.
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 get_notification_target(&self) -> &Option<String>
pub fn get_notification_target(&self) -> &Option<String>
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 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 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 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 get_additional_player_count(&self) -> &Option<i32>
pub fn get_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, 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 get_custom_event_data(&self) -> &Option<String>
pub fn get_custom_event_data(&self) -> &Option<String>
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 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 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 get_game_properties(&self) -> &Option<Vec<GameProperty>>
pub fn get_game_properties(&self) -> &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
.
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 with a request to start a new game session (see Start a Game Session). This information is added to the game session 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 with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
sourcepub fn get_game_session_data(&self) -> &Option<String>
pub fn get_game_session_data(&self) -> &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 game session 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 match 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 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 match 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 get_backfill_mode(&self) -> &Option<BackfillMode>
pub fn get_backfill_mode(&self) -> &Option<BackfillMode>
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 match 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, input: FlexMatchMode) -> Self
pub fn flex_match_mode(self, input: FlexMatchMode) -> Self
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.
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 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.
sourcepub fn get_flex_match_mode(&self) -> &Option<FlexMatchMode>
pub fn get_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.
sourcepub fn build(self) -> Result<UpdateMatchmakingConfigurationInput, BuildError>
pub fn build(self) -> Result<UpdateMatchmakingConfigurationInput, BuildError>
Consumes the builder and constructs a UpdateMatchmakingConfigurationInput
.
source§impl UpdateMatchmakingConfigurationInputBuilder
impl UpdateMatchmakingConfigurationInputBuilder
sourcepub async fn send_with(
self,
client: &Client
) -> Result<UpdateMatchmakingConfigurationOutput, SdkError<UpdateMatchmakingConfigurationError, HttpResponse>>
pub async fn send_with( self, client: &Client ) -> Result<UpdateMatchmakingConfigurationOutput, SdkError<UpdateMatchmakingConfigurationError, HttpResponse>>
Sends a request with this input using the given client.
Trait Implementations§
source§impl Clone for UpdateMatchmakingConfigurationInputBuilder
impl Clone for UpdateMatchmakingConfigurationInputBuilder
source§fn clone(&self) -> UpdateMatchmakingConfigurationInputBuilder
fn clone(&self) -> UpdateMatchmakingConfigurationInputBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Default for UpdateMatchmakingConfigurationInputBuilder
impl Default for UpdateMatchmakingConfigurationInputBuilder
source§fn default() -> UpdateMatchmakingConfigurationInputBuilder
fn default() -> UpdateMatchmakingConfigurationInputBuilder
source§impl PartialEq for UpdateMatchmakingConfigurationInputBuilder
impl PartialEq for UpdateMatchmakingConfigurationInputBuilder
source§fn eq(&self, other: &UpdateMatchmakingConfigurationInputBuilder) -> bool
fn eq(&self, other: &UpdateMatchmakingConfigurationInputBuilder) -> bool
self
and other
values to be equal, and is used
by ==
.