Struct aws_sdk_gamelift::input::UpdateMatchmakingConfigurationInput [−][src]
#[non_exhaustive]pub struct UpdateMatchmakingConfigurationInput {Show 14 fields
pub name: Option<String>,
pub description: Option<String>,
pub game_session_queue_arns: Option<Vec<String>>,
pub request_timeout_seconds: Option<i32>,
pub acceptance_timeout_seconds: Option<i32>,
pub acceptance_required: Option<bool>,
pub rule_set_name: Option<String>,
pub notification_target: Option<String>,
pub additional_player_count: Option<i32>,
pub custom_event_data: Option<String>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_data: Option<String>,
pub backfill_mode: Option<BackfillMode>,
pub flex_match_mode: Option<FlexMatchMode>,
}
Expand description
Represents the input for a request operation.
Fields (Non-exhaustive)
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.name: Option<String>
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
description: Option<String>
A descriptive label that is associated with matchmaking configuration.
game_session_queue_arns: Option<Vec<String>>
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.
request_timeout_seconds: Option<i32>
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.
acceptance_timeout_seconds: Option<i32>
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptance_required: Option<bool>
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 REQUIRES_ACCEPTANCE
to indicate
when a completed potential match is waiting for player acceptance.
rule_set_name: Option<String>
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.
notification_target: Option<String>
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
additional_player_count: Option<i32>
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
.
custom_event_data: Option<String>
Information to add to all events related to the matchmaking configuration.
game_properties: Option<Vec<GameProperty>>
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
.
game_session_data: Option<String>
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
.
backfill_mode: Option<BackfillMode>
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 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
.
flex_match_mode: Option<FlexMatchMode>
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.
Implementations
pub async fn make_operation(
&self,
_config: &Config
) -> Result<Operation<UpdateMatchmakingConfiguration, AwsErrorRetryPolicy>, BuildError>
pub async fn make_operation(
&self,
_config: &Config
) -> Result<Operation<UpdateMatchmakingConfiguration, AwsErrorRetryPolicy>, BuildError>
Consumes the builder and constructs an Operation<UpdateMatchmakingConfiguration
>
Creates a new builder-style object to manufacture UpdateMatchmakingConfigurationInput
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
A descriptive label that is associated with matchmaking configuration.
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 length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
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 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.
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
.
Information to add to all events related to the matchmaking configuration.
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
.
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 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.
Trait Implementations
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
This method tests for !=
.
Auto Trait Implementations
impl Send for UpdateMatchmakingConfigurationInput
impl Sync for UpdateMatchmakingConfigurationInput
impl Unpin for UpdateMatchmakingConfigurationInput
Blanket Implementations
Mutably borrows from an owned value. Read more
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more