aws_sdk_gamelift/operation/create_matchmaking_configuration/
builders.rs

1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::create_matchmaking_configuration::_create_matchmaking_configuration_output::CreateMatchmakingConfigurationOutputBuilder;
3
4pub use crate::operation::create_matchmaking_configuration::_create_matchmaking_configuration_input::CreateMatchmakingConfigurationInputBuilder;
5
6impl crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder {
7    /// Sends a request with this input using the given client.
8    pub async fn send_with(
9        self,
10        client: &crate::Client,
11    ) -> ::std::result::Result<
12        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
13        ::aws_smithy_runtime_api::client::result::SdkError<
14            crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
15            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16        >,
17    > {
18        let mut fluent_builder = client.create_matchmaking_configuration();
19        fluent_builder.inner = self;
20        fluent_builder.send().await
21    }
22}
23/// Fluent builder constructing a request to `CreateMatchmakingConfiguration`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
26/// <p>Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift Servers hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift Servers hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.</p>
27/// <p>To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift Servers hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift Servers hosting, you also need to identify the game session queue to use when starting a game session for the match.</p>
28/// <p>In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.</p>
29/// <p><b>Learn more</b></p>
30/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html"> Design a FlexMatch matchmaker</a></p>
31/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html"> Set up FlexMatch event notification</a></p>
32#[derive(::std::clone::Clone, ::std::fmt::Debug)]
33pub struct CreateMatchmakingConfigurationFluentBuilder {
34    handle: ::std::sync::Arc<crate::client::Handle>,
35    inner: crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder,
36    config_override: ::std::option::Option<crate::config::Builder>,
37}
38impl
39    crate::client::customize::internal::CustomizableSend<
40        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
41        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
42    > for CreateMatchmakingConfigurationFluentBuilder
43{
44    fn send(
45        self,
46        config_override: crate::config::Builder,
47    ) -> crate::client::customize::internal::BoxFuture<
48        crate::client::customize::internal::SendResult<
49            crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
50            crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
51        >,
52    > {
53        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
54    }
55}
56impl CreateMatchmakingConfigurationFluentBuilder {
57    /// Creates a new `CreateMatchmakingConfigurationFluentBuilder`.
58    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
59        Self {
60            handle,
61            inner: ::std::default::Default::default(),
62            config_override: ::std::option::Option::None,
63        }
64    }
65    /// Access the CreateMatchmakingConfiguration as a reference.
66    pub fn as_input(&self) -> &crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder {
67        &self.inner
68    }
69    /// Sends the request and returns the response.
70    ///
71    /// If an error occurs, an `SdkError` will be returned with additional details that
72    /// can be matched against.
73    ///
74    /// By default, any retryable failures will be retried twice. Retry behavior
75    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
76    /// set when configuring the client.
77    pub async fn send(
78        self,
79    ) -> ::std::result::Result<
80        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
81        ::aws_smithy_runtime_api::client::result::SdkError<
82            crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
83            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
84        >,
85    > {
86        let input = self
87            .inner
88            .build()
89            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
90        let runtime_plugins = crate::operation::create_matchmaking_configuration::CreateMatchmakingConfiguration::operation_runtime_plugins(
91            self.handle.runtime_plugins.clone(),
92            &self.handle.conf,
93            self.config_override,
94        );
95        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfiguration::orchestrate(&runtime_plugins, input).await
96    }
97
98    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
99    pub fn customize(
100        self,
101    ) -> crate::client::customize::CustomizableOperation<
102        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
103        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
104        Self,
105    > {
106        crate::client::customize::CustomizableOperation::new(self)
107    }
108    pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
109        self.set_config_override(::std::option::Option::Some(config_override.into()));
110        self
111    }
112
113    pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
114        self.config_override = config_override;
115        self
116    }
117    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
118    pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
119        self.inner = self.inner.name(input.into());
120        self
121    }
122    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
123    pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
124        self.inner = self.inner.set_name(input);
125        self
126    }
127    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
128    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
129        self.inner.get_name()
130    }
131    /// <p>A human-readable description of the matchmaking configuration.</p>
132    pub fn description(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
133        self.inner = self.inner.description(input.into());
134        self
135    }
136    /// <p>A human-readable description of the matchmaking configuration.</p>
137    pub fn set_description(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
138        self.inner = self.inner.set_description(input);
139        self
140    }
141    /// <p>A human-readable description of the matchmaking configuration.</p>
142    pub fn get_description(&self) -> &::std::option::Option<::std::string::String> {
143        self.inner.get_description()
144    }
145    ///
146    /// Appends an item to `GameSessionQueueArns`.
147    ///
148    /// To override the contents of this collection use [`set_game_session_queue_arns`](Self::set_game_session_queue_arns).
149    ///
150    /// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>
151    /// ::gamesessionqueue/
152    /// <queue name></queue>
153    /// </region></code>. 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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>, do not set this parameter.</p>
154    pub fn game_session_queue_arns(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
155        self.inner = self.inner.game_session_queue_arns(input.into());
156        self
157    }
158    /// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>
159    /// ::gamesessionqueue/
160    /// <queue name></queue>
161    /// </region></code>. 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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>, do not set this parameter.</p>
162    pub fn set_game_session_queue_arns(mut self, input: ::std::option::Option<::std::vec::Vec<::std::string::String>>) -> Self {
163        self.inner = self.inner.set_game_session_queue_arns(input);
164        self
165    }
166    /// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>
167    /// ::gamesessionqueue/
168    /// <queue name></queue>
169    /// </region></code>. 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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>, do not set this parameter.</p>
170    pub fn get_game_session_queue_arns(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
171        self.inner.get_game_session_queue_arns()
172    }
173    /// <p>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.</p>
174    pub fn request_timeout_seconds(mut self, input: i32) -> Self {
175        self.inner = self.inner.request_timeout_seconds(input);
176        self
177    }
178    /// <p>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.</p>
179    pub fn set_request_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
180        self.inner = self.inner.set_request_timeout_seconds(input);
181        self
182    }
183    /// <p>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.</p>
184    pub fn get_request_timeout_seconds(&self) -> &::std::option::Option<i32> {
185        self.inner.get_request_timeout_seconds()
186    }
187    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
188    pub fn acceptance_timeout_seconds(mut self, input: i32) -> Self {
189        self.inner = self.inner.acceptance_timeout_seconds(input);
190        self
191    }
192    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
193    pub fn set_acceptance_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
194        self.inner = self.inner.set_acceptance_timeout_seconds(input);
195        self
196    }
197    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
198    pub fn get_acceptance_timeout_seconds(&self) -> &::std::option::Option<i32> {
199        self.inner.get_acceptance_timeout_seconds()
200    }
201    /// <p>A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to <code>TRUE</code>. With this option enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
202    pub fn acceptance_required(mut self, input: bool) -> Self {
203        self.inner = self.inner.acceptance_required(input);
204        self
205    }
206    /// <p>A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to <code>TRUE</code>. With this option enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
207    pub fn set_acceptance_required(mut self, input: ::std::option::Option<bool>) -> Self {
208        self.inner = self.inner.set_acceptance_required(input);
209        self
210    }
211    /// <p>A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to <code>TRUE</code>. With this option enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
212    pub fn get_acceptance_required(&self) -> &::std::option::Option<bool> {
213        self.inner.get_acceptance_required()
214    }
215    /// <p>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.</p>
216    pub fn rule_set_name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
217        self.inner = self.inner.rule_set_name(input.into());
218        self
219    }
220    /// <p>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.</p>
221    pub fn set_rule_set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
222        self.inner = self.inner.set_rule_set_name(input);
223        self
224    }
225    /// <p>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.</p>
226    pub fn get_rule_set_name(&self) -> &::std::option::Option<::std::string::String> {
227        self.inner.get_rule_set_name()
228    }
229    /// <p>An SNS topic ARN that is set up to receive matchmaking notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html"> Setting up notifications for matchmaking</a> for more information.</p>
230    pub fn notification_target(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
231        self.inner = self.inner.notification_target(input.into());
232        self
233    }
234    /// <p>An SNS topic ARN that is set up to receive matchmaking notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html"> Setting up notifications for matchmaking</a> for more information.</p>
235    pub fn set_notification_target(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
236        self.inner = self.inner.set_notification_target(input);
237        self
238    }
239    /// <p>An SNS topic ARN that is set up to receive matchmaking notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html"> Setting up notifications for matchmaking</a> for more information.</p>
240    pub fn get_notification_target(&self) -> &::std::option::Option<::std::string::String> {
241        self.inner.get_notification_target()
242    }
243    /// <p>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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
244    pub fn additional_player_count(mut self, input: i32) -> Self {
245        self.inner = self.inner.additional_player_count(input);
246        self
247    }
248    /// <p>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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
249    pub fn set_additional_player_count(mut self, input: ::std::option::Option<i32>) -> Self {
250        self.inner = self.inner.set_additional_player_count(input);
251        self
252    }
253    /// <p>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 <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
254    pub fn get_additional_player_count(&self) -> &::std::option::Option<i32> {
255        self.inner.get_additional_player_count()
256    }
257    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
258    pub fn custom_event_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
259        self.inner = self.inner.custom_event_data(input.into());
260        self
261    }
262    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
263    pub fn set_custom_event_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
264        self.inner = self.inner.set_custom_event_data(input);
265        self
266    }
267    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
268    pub fn get_custom_event_data(&self) -> &::std::option::Option<::std::string::String> {
269        self.inner.get_custom_event_data()
270    }
271    ///
272    /// Appends an item to `GameProperties`.
273    ///
274    /// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
275    ///
276    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
277    pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
278        self.inner = self.inner.game_properties(input);
279        self
280    }
281    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
282    pub fn set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
283        self.inner = self.inner.set_game_properties(input);
284        self
285    }
286    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
287    pub fn get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
288        self.inner.get_game_properties()
289    }
290    /// <p>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 <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
291    pub fn game_session_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
292        self.inner = self.inner.game_session_data(input.into());
293        self
294    }
295    /// <p>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 <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
296    pub fn set_game_session_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
297        self.inner = self.inner.set_game_session_data(input);
298        self
299    }
300    /// <p>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 <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>. This information is added to the new <code>GameSession</code> object that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
301    pub fn get_game_session_data(&self) -> &::std::option::Option<::std::string::String> {
302        self.inner.get_game_session_data()
303    }
304    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html"> Backfill Existing Games with FlexMatch</a>. Automatic backfill is not available when <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
305    pub fn backfill_mode(mut self, input: crate::types::BackfillMode) -> Self {
306        self.inner = self.inner.backfill_mode(input);
307        self
308    }
309    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html"> Backfill Existing Games with FlexMatch</a>. Automatic backfill is not available when <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
310    pub fn set_backfill_mode(mut self, input: ::std::option::Option<crate::types::BackfillMode>) -> Self {
311        self.inner = self.inner.set_backfill_mode(input);
312        self
313    }
314    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html"> Backfill Existing Games with FlexMatch</a>. Automatic backfill is not available when <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
315    pub fn get_backfill_mode(&self) -> &::std::option::Option<crate::types::BackfillMode> {
316        self.inner.get_backfill_mode()
317    }
318    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
319    /// <ul>
320    /// <li>
321    /// <p><b>STANDALONE</b> - FlexMatch forms matches and returns match information, including players and team assignments, in a <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded"> MatchmakingSucceeded</a> event.</p></li>
322    /// <li>
323    /// <p><b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.</p></li>
324    /// </ul>
325    pub fn flex_match_mode(mut self, input: crate::types::FlexMatchMode) -> Self {
326        self.inner = self.inner.flex_match_mode(input);
327        self
328    }
329    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
330    /// <ul>
331    /// <li>
332    /// <p><b>STANDALONE</b> - FlexMatch forms matches and returns match information, including players and team assignments, in a <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded"> MatchmakingSucceeded</a> event.</p></li>
333    /// <li>
334    /// <p><b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.</p></li>
335    /// </ul>
336    pub fn set_flex_match_mode(mut self, input: ::std::option::Option<crate::types::FlexMatchMode>) -> Self {
337        self.inner = self.inner.set_flex_match_mode(input);
338        self
339    }
340    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
341    /// <ul>
342    /// <li>
343    /// <p><b>STANDALONE</b> - FlexMatch forms matches and returns match information, including players and team assignments, in a <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded"> MatchmakingSucceeded</a> event.</p></li>
344    /// <li>
345    /// <p><b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.</p></li>
346    /// </ul>
347    pub fn get_flex_match_mode(&self) -> &::std::option::Option<crate::types::FlexMatchMode> {
348        self.inner.get_flex_match_mode()
349    }
350    ///
351    /// Appends an item to `Tags`.
352    ///
353    /// To override the contents of this collection use [`set_tags`](Self::set_tags).
354    ///
355    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
356    pub fn tags(mut self, input: crate::types::Tag) -> Self {
357        self.inner = self.inner.tags(input);
358        self
359    }
360    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
361    pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
362        self.inner = self.inner.set_tags(input);
363        self
364    }
365    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
366    pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
367        self.inner.get_tags()
368    }
369}