Struct aws_sdk_gamelift::input::create_matchmaking_configuration_input::Builder [−][src]
#[non_exhaustive]pub struct Builder { /* fields omitted */ }
Expand description
A builder for CreateMatchmakingConfigurationInput
Implementations
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
A human-readable description of the matchmaking configuration.
A human-readable description of the matchmaking configuration.
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. If FlexMatchMode
is set to STANDALONE
, do not
set this parameter.
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. If FlexMatchMode
is set to STANDALONE
, do not
set this parameter.
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.
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.
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
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 TRUE
.
With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is
waiting for player acceptance.
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 TRUE
.
With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is
waiting for player acceptance.
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.
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.
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
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
.
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
.
Information to be added to all events related to this matchmaking configuration.
Information to be added to all events related to this matchmaking configuration.
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 if
FlexMatchMode
is set to STANDALONE
.
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 if
FlexMatchMode
is set to STANDALONE
.
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 if
FlexMatchMode
is set to STANDALONE
.
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 if
FlexMatchMode
is set to STANDALONE
.
The method used to backfill game sessions that are 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 StartMatchBackfill 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
.
The method used to backfill game sessions that are 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 StartMatchBackfill 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
.
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.
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.
Appends an item to tags
.
To override the contents of this collection use set_tags
.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Consumes the builder and constructs a CreateMatchmakingConfigurationInput
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Builder
impl UnwindSafe for Builder
Blanket Implementations
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