UpdateMatchmakingConfigurationFluentBuilder

Struct UpdateMatchmakingConfigurationFluentBuilder 

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pub struct UpdateMatchmakingConfigurationFluentBuilder { /* private fields */ }
Expand description

Fluent builder constructing a request to UpdateMatchmakingConfiguration.

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch matchmaker

Implementations§

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impl UpdateMatchmakingConfigurationFluentBuilder

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pub fn as_input(&self) -> &UpdateMatchmakingConfigurationInputBuilder

Access the UpdateMatchmakingConfiguration as a reference.

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pub async fn send( self, ) -> Result<UpdateMatchmakingConfigurationOutput, SdkError<UpdateMatchmakingConfigurationError, HttpResponse>>

Sends the request and returns the response.

If an error occurs, an SdkError will be returned with additional details that can be matched against.

By default, any retryable failures will be retried twice. Retry behavior is configurable with the RetryConfig, which can be set when configuring the client.

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pub fn customize( self, ) -> CustomizableOperation<UpdateMatchmakingConfigurationOutput, UpdateMatchmakingConfigurationError, Self>

Consumes this builder, creating a customizable operation that can be modified before being sent.

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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.

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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.

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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.

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

A description for the matchmaking configuration.

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

A description for the matchmaking configuration.

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

A description for the matchmaking configuration.

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

Appends an item to GameSessionQueueArns.

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 Servers 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 Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

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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 Servers 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 Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

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pub fn get_game_session_queue_arns(&self) -> &Option<Vec<String>>

The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers 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 Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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 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.

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

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

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

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

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

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

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pub fn game_properties(self, input: GameProperty) -> Self

Appends an item to GameProperties.

To override the contents of this collection use set_game_properties.

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.

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pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.

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pub fn get_game_properties(&self) -> &Option<Vec<GameProperty>>

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.

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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. For more information, 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.

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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. For more information, 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.

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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. For more information, 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.

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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.

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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.

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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.

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pub fn flex_match_mode(self, input: FlexMatchMode) -> Self

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers 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 Servers queue to start a game session for the match.

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pub fn set_flex_match_mode(self, input: Option<FlexMatchMode>) -> Self

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers 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 Servers queue to start a game session for the match.

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pub fn get_flex_match_mode(&self) -> &Option<FlexMatchMode>

Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers 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 Servers queue to start a game session for the match.

Trait Implementations§

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impl Clone for UpdateMatchmakingConfigurationFluentBuilder

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fn clone(&self) -> UpdateMatchmakingConfigurationFluentBuilder

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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

Formats the value using the given formatter. Read more

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where Self: Sized,

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fn paint<S>(&self, style: S) -> Painted<&Self>
where S: Into<Style>,

Apply a style wholesale to self. Any previous style is replaced. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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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
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ErasedDestructor for T
where T: 'static,