UpdateMatchmakingConfigurationInput

Struct UpdateMatchmakingConfigurationInput 

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#[non_exhaustive]
pub struct UpdateMatchmakingConfigurationInput {
Show 14 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>,
}

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional 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 to update. You can use either the configuration name or ARN value.

§description: Option<String>

A description for the matchmaking configuration.

§game_session_queue_arns: 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.

§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 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.

§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 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.

§custom_event_data: Option<String>

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

§game_properties: 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.

§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. 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.

§backfill_mode: 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.

§flex_match_mode: 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.

Implementations§

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impl UpdateMatchmakingConfigurationInput

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pub fn name(&self) -> Option<&str>

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) -> Option<&str>

A description for the matchmaking configuration.

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pub fn game_session_queue_arns(&self) -> &[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.

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().

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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.

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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.

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pub fn 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) -> 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.

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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.

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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 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) -> Option<&str>

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

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pub fn game_properties(&self) -> &[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.

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().

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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. 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) -> 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) -> 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.

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impl UpdateMatchmakingConfigurationInput

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pub fn builder() -> UpdateMatchmakingConfigurationInputBuilder

Creates a new builder-style object to manufacture UpdateMatchmakingConfigurationInput.

Trait Implementations§

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impl Clone for UpdateMatchmakingConfigurationInput

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fn clone(&self) -> UpdateMatchmakingConfigurationInput

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 UpdateMatchmakingConfigurationInput

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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 PartialEq for UpdateMatchmakingConfigurationInput

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fn eq(&self, other: &UpdateMatchmakingConfigurationInput) -> 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 UpdateMatchmakingConfigurationInput

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