aws_sdk_gamelift/operation/update_matchmaking_configuration/builders.rs
1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::update_matchmaking_configuration::_update_matchmaking_configuration_output::UpdateMatchmakingConfigurationOutputBuilder;
3
4pub use crate::operation::update_matchmaking_configuration::_update_matchmaking_configuration_input::UpdateMatchmakingConfigurationInputBuilder;
5
6impl crate::operation::update_matchmaking_configuration::builders::UpdateMatchmakingConfigurationInputBuilder {
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::update_matchmaking_configuration::UpdateMatchmakingConfigurationOutput,
13 ::aws_smithy_runtime_api::client::result::SdkError<
14 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationError,
15 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16 >,
17 > {
18 let mut fluent_builder = client.update_matchmaking_configuration();
19 fluent_builder.inner = self;
20 fluent_builder.send().await
21 }
22}
23/// Fluent builder constructing a request to `UpdateMatchmakingConfiguration`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
26/// <p>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.</p>
27/// <p><b>Learn more</b></p>
28/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html"> Design a FlexMatch matchmaker</a></p>
29#[derive(::std::clone::Clone, ::std::fmt::Debug)]
30pub struct UpdateMatchmakingConfigurationFluentBuilder {
31 handle: ::std::sync::Arc<crate::client::Handle>,
32 inner: crate::operation::update_matchmaking_configuration::builders::UpdateMatchmakingConfigurationInputBuilder,
33 config_override: ::std::option::Option<crate::config::Builder>,
34}
35impl
36 crate::client::customize::internal::CustomizableSend<
37 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationOutput,
38 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationError,
39 > for UpdateMatchmakingConfigurationFluentBuilder
40{
41 fn send(
42 self,
43 config_override: crate::config::Builder,
44 ) -> crate::client::customize::internal::BoxFuture<
45 crate::client::customize::internal::SendResult<
46 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationOutput,
47 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationError,
48 >,
49 > {
50 ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
51 }
52}
53impl UpdateMatchmakingConfigurationFluentBuilder {
54 /// Creates a new `UpdateMatchmakingConfigurationFluentBuilder`.
55 pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
56 Self {
57 handle,
58 inner: ::std::default::Default::default(),
59 config_override: ::std::option::Option::None,
60 }
61 }
62 /// Access the UpdateMatchmakingConfiguration as a reference.
63 pub fn as_input(&self) -> &crate::operation::update_matchmaking_configuration::builders::UpdateMatchmakingConfigurationInputBuilder {
64 &self.inner
65 }
66 /// Sends the request and returns the response.
67 ///
68 /// If an error occurs, an `SdkError` will be returned with additional details that
69 /// can be matched against.
70 ///
71 /// By default, any retryable failures will be retried twice. Retry behavior
72 /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
73 /// set when configuring the client.
74 pub async fn send(
75 self,
76 ) -> ::std::result::Result<
77 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationOutput,
78 ::aws_smithy_runtime_api::client::result::SdkError<
79 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationError,
80 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
81 >,
82 > {
83 let input = self
84 .inner
85 .build()
86 .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
87 let runtime_plugins = crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfiguration::operation_runtime_plugins(
88 self.handle.runtime_plugins.clone(),
89 &self.handle.conf,
90 self.config_override,
91 );
92 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfiguration::orchestrate(&runtime_plugins, input).await
93 }
94
95 /// Consumes this builder, creating a customizable operation that can be modified before being sent.
96 pub fn customize(
97 self,
98 ) -> crate::client::customize::CustomizableOperation<
99 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationOutput,
100 crate::operation::update_matchmaking_configuration::UpdateMatchmakingConfigurationError,
101 Self,
102 > {
103 crate::client::customize::CustomizableOperation::new(self)
104 }
105 pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
106 self.set_config_override(::std::option::Option::Some(config_override.into()));
107 self
108 }
109
110 pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
111 self.config_override = config_override;
112 self
113 }
114 /// <p>A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.</p>
115 pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
116 self.inner = self.inner.name(input.into());
117 self
118 }
119 /// <p>A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.</p>
120 pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
121 self.inner = self.inner.set_name(input);
122 self
123 }
124 /// <p>A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.</p>
125 pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
126 self.inner.get_name()
127 }
128 /// <p>A description for the matchmaking configuration.</p>
129 pub fn description(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
130 self.inner = self.inner.description(input.into());
131 self
132 }
133 /// <p>A description for the matchmaking configuration.</p>
134 pub fn set_description(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
135 self.inner = self.inner.set_description(input);
136 self
137 }
138 /// <p>A description for the matchmaking configuration.</p>
139 pub fn get_description(&self) -> &::std::option::Option<::std::string::String> {
140 self.inner.get_description()
141 }
142 ///
143 /// Appends an item to `GameSessionQueueArns`.
144 ///
145 /// To override the contents of this collection use [`set_game_session_queue_arns`](Self::set_game_session_queue_arns).
146 ///
147 /// <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>
148 /// ::gamesessionqueue/
149 /// <queue name></queue>
150 /// </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>
151 pub fn game_session_queue_arns(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
152 self.inner = self.inner.game_session_queue_arns(input.into());
153 self
154 }
155 /// <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>
156 /// ::gamesessionqueue/
157 /// <queue name></queue>
158 /// </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>
159 pub fn set_game_session_queue_arns(mut self, input: ::std::option::Option<::std::vec::Vec<::std::string::String>>) -> Self {
160 self.inner = self.inner.set_game_session_queue_arns(input);
161 self
162 }
163 /// <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>
164 /// ::gamesessionqueue/
165 /// <queue name></queue>
166 /// </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>
167 pub fn get_game_session_queue_arns(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
168 self.inner.get_game_session_queue_arns()
169 }
170 /// <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>
171 pub fn request_timeout_seconds(mut self, input: i32) -> Self {
172 self.inner = self.inner.request_timeout_seconds(input);
173 self
174 }
175 /// <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>
176 pub fn set_request_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
177 self.inner = self.inner.set_request_timeout_seconds(input);
178 self
179 }
180 /// <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>
181 pub fn get_request_timeout_seconds(&self) -> &::std::option::Option<i32> {
182 self.inner.get_request_timeout_seconds()
183 }
184 /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
185 pub fn acceptance_timeout_seconds(mut self, input: i32) -> Self {
186 self.inner = self.inner.acceptance_timeout_seconds(input);
187 self
188 }
189 /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
190 pub fn set_acceptance_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
191 self.inner = self.inner.set_acceptance_timeout_seconds(input);
192 self
193 }
194 /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
195 pub fn get_acceptance_timeout_seconds(&self) -> &::std::option::Option<i32> {
196 self.inner.get_acceptance_timeout_seconds()
197 }
198 /// <p>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 <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
199 pub fn acceptance_required(mut self, input: bool) -> Self {
200 self.inner = self.inner.acceptance_required(input);
201 self
202 }
203 /// <p>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 <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
204 pub fn set_acceptance_required(mut self, input: ::std::option::Option<bool>) -> Self {
205 self.inner = self.inner.set_acceptance_required(input);
206 self
207 }
208 /// <p>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 <code>REQUIRES_ACCEPTANCE</code> to indicate when a completed potential match is waiting for player acceptance.</p>
209 pub fn get_acceptance_required(&self) -> &::std::option::Option<bool> {
210 self.inner.get_acceptance_required()
211 }
212 /// <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>
213 pub fn rule_set_name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
214 self.inner = self.inner.rule_set_name(input.into());
215 self
216 }
217 /// <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>
218 pub fn set_rule_set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
219 self.inner = self.inner.set_rule_set_name(input);
220 self
221 }
222 /// <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>
223 pub fn get_rule_set_name(&self) -> &::std::option::Option<::std::string::String> {
224 self.inner.get_rule_set_name()
225 }
226 /// <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>
227 pub fn notification_target(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
228 self.inner = self.inner.notification_target(input.into());
229 self
230 }
231 /// <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>
232 pub fn set_notification_target(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
233 self.inner = self.inner.set_notification_target(input);
234 self
235 }
236 /// <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>
237 pub fn get_notification_target(&self) -> &::std::option::Option<::std::string::String> {
238 self.inner.get_notification_target()
239 }
240 /// <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>
241 pub fn additional_player_count(mut self, input: i32) -> Self {
242 self.inner = self.inner.additional_player_count(input);
243 self
244 }
245 /// <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>
246 pub fn set_additional_player_count(mut self, input: ::std::option::Option<i32>) -> Self {
247 self.inner = self.inner.set_additional_player_count(input);
248 self
249 }
250 /// <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>
251 pub fn get_additional_player_count(&self) -> &::std::option::Option<i32> {
252 self.inner.get_additional_player_count()
253 }
254 /// <p>Information to add to all events related to the matchmaking configuration.</p>
255 pub fn custom_event_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
256 self.inner = self.inner.custom_event_data(input.into());
257 self
258 }
259 /// <p>Information to add to all events related to the matchmaking configuration.</p>
260 pub fn set_custom_event_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
261 self.inner = self.inner.set_custom_event_data(input);
262 self
263 }
264 /// <p>Information to add to all events related to the matchmaking configuration.</p>
265 pub fn get_custom_event_data(&self) -> &::std::option::Option<::std::string::String> {
266 self.inner.get_custom_event_data()
267 }
268 ///
269 /// Appends an item to `GameProperties`.
270 ///
271 /// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
272 ///
273 /// <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>
274 pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
275 self.inner = self.inner.game_properties(input);
276 self
277 }
278 /// <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>
279 pub fn set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
280 self.inner = self.inner.set_game_properties(input);
281 self
282 }
283 /// <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>
284 pub fn get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
285 self.inner.get_game_properties()
286 }
287 /// <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 game session that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
288 pub fn game_session_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
289 self.inner = self.inner.game_session_data(input.into());
290 self
291 }
292 /// <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 game session that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
293 pub fn set_game_session_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
294 self.inner = self.inner.set_game_session_data(input);
295 self
296 }
297 /// <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 game session that is created for a successful match. This parameter is not used if <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
298 pub fn get_game_session_data(&self) -> &::std::option::Option<::std::string::String> {
299 self.inner.get_game_session_data()
300 }
301 /// <p>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 <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>
302 pub fn backfill_mode(mut self, input: crate::types::BackfillMode) -> Self {
303 self.inner = self.inner.backfill_mode(input);
304 self
305 }
306 /// <p>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 <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>
307 pub fn set_backfill_mode(mut self, input: ::std::option::Option<crate::types::BackfillMode>) -> Self {
308 self.inner = self.inner.set_backfill_mode(input);
309 self
310 }
311 /// <p>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 <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>
312 pub fn get_backfill_mode(&self) -> &::std::option::Option<crate::types::BackfillMode> {
313 self.inner.get_backfill_mode()
314 }
315 /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
316 /// <ul>
317 /// <li>
318 /// <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>
319 /// <li>
320 /// <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>
321 /// </ul>
322 pub fn flex_match_mode(mut self, input: crate::types::FlexMatchMode) -> Self {
323 self.inner = self.inner.flex_match_mode(input);
324 self
325 }
326 /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
327 /// <ul>
328 /// <li>
329 /// <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>
330 /// <li>
331 /// <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>
332 /// </ul>
333 pub fn set_flex_match_mode(mut self, input: ::std::option::Option<crate::types::FlexMatchMode>) -> Self {
334 self.inner = self.inner.set_flex_match_mode(input);
335 self
336 }
337 /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
338 /// <ul>
339 /// <li>
340 /// <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>
341 /// <li>
342 /// <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>
343 /// </ul>
344 pub fn get_flex_match_mode(&self) -> &::std::option::Option<crate::types::FlexMatchMode> {
345 self.inner.get_flex_match_mode()
346 }
347}