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
Implementations§
Source§impl UpdateMatchmakingConfigurationFluentBuilder
impl UpdateMatchmakingConfigurationFluentBuilder
Sourcepub fn as_input(&self) -> &UpdateMatchmakingConfigurationInputBuilder
pub fn as_input(&self) -> &UpdateMatchmakingConfigurationInputBuilder
Access the UpdateMatchmakingConfiguration as a reference.
Sourcepub async fn send(
self,
) -> Result<UpdateMatchmakingConfigurationOutput, SdkError<UpdateMatchmakingConfigurationError, HttpResponse>>
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.
Sourcepub fn customize(
self,
) -> CustomizableOperation<UpdateMatchmakingConfigurationOutput, UpdateMatchmakingConfigurationError, Self>
pub fn customize( self, ) -> CustomizableOperation<UpdateMatchmakingConfigurationOutput, UpdateMatchmakingConfigurationError, Self>
Consumes this builder, creating a customizable operation that can be modified before being sent.
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.
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 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:
. 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.
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 Servers 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 Servers-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 Servers 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 Servers-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 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
.
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 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
.
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 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
.
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 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
.
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 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
.
Sourcepub fn get_game_properties(&self) -> &Option<Vec<GameProperty>>
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
.
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. 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
.
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. 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
.
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. 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
.
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 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.
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 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.
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 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§
Source§impl Clone for UpdateMatchmakingConfigurationFluentBuilder
impl Clone for UpdateMatchmakingConfigurationFluentBuilder
Source§fn clone(&self) -> UpdateMatchmakingConfigurationFluentBuilder
fn clone(&self) -> UpdateMatchmakingConfigurationFluentBuilder
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreAuto Trait Implementations§
impl Freeze for UpdateMatchmakingConfigurationFluentBuilder
impl !RefUnwindSafe for UpdateMatchmakingConfigurationFluentBuilder
impl Send for UpdateMatchmakingConfigurationFluentBuilder
impl Sync for UpdateMatchmakingConfigurationFluentBuilder
impl Unpin for UpdateMatchmakingConfigurationFluentBuilder
impl !UnwindSafe for UpdateMatchmakingConfigurationFluentBuilder
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