Struct aws_sdk_gamelift::input::StartMatchmakingInput[][src]

#[non_exhaustive]
pub struct StartMatchmakingInput { pub ticket_id: Option<String>, pub configuration_name: Option<String>, pub players: Option<Vec<Player>>, }
Expand description

Represents the input for a request operation.

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.
ticket_id: Option<String>

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

configuration_name: Option<String>

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

players: Option<Vec<Player>>

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

Implementations

Consumes the builder and constructs an Operation<StartMatchmaking>

Creates a new builder-style object to manufacture StartMatchmakingInput

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

Trait Implementations

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