StartMatchBackfillInputBuilder

Struct StartMatchBackfillInputBuilder 

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#[non_exhaustive]
pub struct StartMatchBackfillInputBuilder { /* private fields */ }
Expand description

A builder for StartMatchBackfillInput.

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impl StartMatchBackfillInputBuilder

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pub fn ticket_id(self, input: impl Into<String>) -> Self

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

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pub fn set_ticket_id(self, input: Option<String>) -> Self

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

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pub fn get_ticket_id(&self) -> &Option<String>

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

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pub fn configuration_name(self, input: impl Into<String>) -> Self

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

This field is required.
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pub fn set_configuration_name(self, input: Option<String>) -> Self

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

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pub fn get_configuration_name(&self) -> &Option<String>

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

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pub fn game_session_arn(self, input: impl Into<String>) -> Self

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

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pub fn set_game_session_arn(self, input: Option<String>) -> Self

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

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pub fn get_game_session_arn(&self) -> &Option<String>

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

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pub fn players(self, input: Player) -> Self

Appends an item to players.

To override the contents of this collection use set_players.

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

You can include up to 199 Players in a StartMatchBackfill request.

  • PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

    The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.

  • LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

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pub fn set_players(self, input: Option<Vec<Player>>) -> Self

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

You can include up to 199 Players in a StartMatchBackfill request.

  • PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

    The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.

  • LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

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pub fn get_players(&self) -> &Option<Vec<Player>>

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

You can include up to 199 Players in a StartMatchBackfill request.

  • PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

    The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.

  • LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

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pub fn build(self) -> Result<StartMatchBackfillInput, BuildError>

Consumes the builder and constructs a StartMatchBackfillInput.

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impl StartMatchBackfillInputBuilder

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pub async fn send_with( self, client: &Client, ) -> Result<StartMatchBackfillOutput, SdkError<StartMatchBackfillError, HttpResponse>>

Sends a request with this input using the given client.

Trait Implementations§

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impl Clone for StartMatchBackfillInputBuilder

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fn clone(&self) -> StartMatchBackfillInputBuilder

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for StartMatchBackfillInputBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for StartMatchBackfillInputBuilder

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fn default() -> StartMatchBackfillInputBuilder

Returns the “default value” for a type. Read more
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impl PartialEq for StartMatchBackfillInputBuilder

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fn eq(&self, other: &StartMatchBackfillInputBuilder) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for StartMatchBackfillInputBuilder

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