Struct aws_sdk_gamelift::model::matchmaking_configuration::Builder
source · [−]pub struct Builder { /* private fields */ }
Expand description
A builder for MatchmakingConfiguration
.
Implementations
sourceimpl Builder
impl Builder
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. This name is used to identify the configuration associated with a matchmaking request or ticket.
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. This name is used to identify the configuration associated with a matchmaking request or ticket.
sourcepub fn configuration_arn(self, input: impl Into<String>) -> Self
pub fn configuration_arn(self, input: impl Into<String>) -> Self
The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. In a GameLift configuration ARN, the resource ID matches the Name value.
sourcepub fn set_configuration_arn(self, input: Option<String>) -> Self
pub fn set_configuration_arn(self, input: Option<String>) -> Self
The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. In a GameLift configuration ARN, the resource ID matches the Name value.
sourcepub fn description(self, input: impl Into<String>) -> Self
pub fn description(self, input: impl Into<String>) -> Self
A descriptive label that is associated with matchmaking configuration.
sourcepub fn set_description(self, input: Option<String>) -> Self
pub fn set_description(self, input: Option<String>) -> Self
A descriptive label that is associated with 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 game_session_queue_arns
.
To override the contents of this collection use set_game_session_queue_arns
.
The Amazon Resource Name (ARN) that is assigned to a GameLift 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
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 GameLift 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode
is set to STANDALONE
.
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 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. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
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. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
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. When this option is 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. When this option is 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. 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. A matchmaking configuration can only use rule sets that are defined in the same Region.
sourcepub fn rule_set_arn(self, input: impl Into<String>) -> Self
pub fn rule_set_arn(self, input: impl Into<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
sourcepub fn set_rule_set_arn(self, input: Option<String>) -> Self
pub fn set_rule_set_arn(self, input: Option<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
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.
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.
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 when 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 when 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 attach 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 attach to all events related to the matchmaking configuration.
sourcepub fn creation_time(self, input: DateTime) -> Self
pub fn creation_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn set_creation_time(self, input: Option<DateTime>) -> Self
pub fn set_creation_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn game_properties(self, input: GameProperty) -> Self
pub fn game_properties(self, input: GameProperty) -> Self
Appends an item to game_properties
.
To override the contents of this collection use set_game_properties
.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when 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 custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when 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 in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when 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 in the GameSession
object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession
object that is created for a successful match. This parameter is not used when FlexMatchMode
is set to STANDALONE
.
sourcepub fn backfill_mode(self, input: BackfillMode) -> Self
pub fn backfill_mode(self, input: BackfillMode) -> Self
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill
requests 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 used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill
requests 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 GameLift 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 GameLift 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 GameLift 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 GameLift queue to start a game session for the match.
sourcepub fn build(self) -> MatchmakingConfiguration
pub fn build(self) -> MatchmakingConfiguration
Consumes the builder and constructs a MatchmakingConfiguration
.
Trait Implementations
impl StructuralPartialEq for Builder
Auto Trait Implementations
impl RefUnwindSafe for Builder
impl Send for Builder
impl Sync for Builder
impl Unpin for Builder
impl UnwindSafe for Builder
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
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wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
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wrapper. Read more