aws-sdk-gamelift 1.119.0

AWS SDK for Amazon GameLift
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(::std::clone::Clone, ::std::cmp::PartialEq, ::std::fmt::Debug)]
pub struct CreateMatchmakingConfigurationInput {
    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
    pub name: ::std::option::Option<::std::string::String>,
    /// <p>A human-readable description of the matchmaking configuration.</p>
    pub description: ::std::option::Option<::std::string::String>,
    /// <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>
    /// ::gamesessionqueue/
    /// <queue name></queue>
    /// </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>
    pub game_session_queue_arns: ::std::option::Option<::std::vec::Vec<::std::string::String>>,
    /// <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>
    pub request_timeout_seconds: ::std::option::Option<i32>,
    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
    pub acceptance_timeout_seconds: ::std::option::Option<i32>,
    /// <p>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 <code>TRUE</code>. 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>
    pub acceptance_required: ::std::option::Option<bool>,
    /// <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>
    pub rule_set_name: ::std::option::Option<::std::string::String>,
    /// <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>
    pub notification_target: ::std::option::Option<::std::string::String>,
    /// <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>
    pub additional_player_count: ::std::option::Option<i32>,
    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
    pub custom_event_data: ::std::option::Option<::std::string::String>,
    /// <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><note>
    /// <ul>
    /// <li>
    /// <p>Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.</p></li>
    /// <li>
    /// <p>If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.</p></li>
    /// </ul>
    /// </note>
    pub game_properties: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>,
    /// <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 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>
    pub game_session_data: ::std::option::Option<::std::string::String>,
    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a 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>
    pub backfill_mode: ::std::option::Option<crate::types::BackfillMode>,
    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
    /// <ul>
    /// <li>
    /// <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>
    /// <li>
    /// <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>
    /// </ul>
    pub flex_match_mode: ::std::option::Option<crate::types::FlexMatchMode>,
    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub tags: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>,
}
impl CreateMatchmakingConfigurationInput {
    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
    pub fn name(&self) -> ::std::option::Option<&str> {
        self.name.as_deref()
    }
    /// <p>A human-readable description of the matchmaking configuration.</p>
    pub fn description(&self) -> ::std::option::Option<&str> {
        self.description.as_deref()
    }
    /// <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>
    /// ::gamesessionqueue/
    /// <queue name></queue>
    /// </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>
    ///
    /// If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use `.game_session_queue_arns.is_none()`.
    pub fn game_session_queue_arns(&self) -> &[::std::string::String] {
        self.game_session_queue_arns.as_deref().unwrap_or_default()
    }
    /// <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>
    pub fn request_timeout_seconds(&self) -> ::std::option::Option<i32> {
        self.request_timeout_seconds
    }
    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
    pub fn acceptance_timeout_seconds(&self) -> ::std::option::Option<i32> {
        self.acceptance_timeout_seconds
    }
    /// <p>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 <code>TRUE</code>. 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>
    pub fn acceptance_required(&self) -> ::std::option::Option<bool> {
        self.acceptance_required
    }
    /// <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>
    pub fn rule_set_name(&self) -> ::std::option::Option<&str> {
        self.rule_set_name.as_deref()
    }
    /// <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>
    pub fn notification_target(&self) -> ::std::option::Option<&str> {
        self.notification_target.as_deref()
    }
    /// <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>
    pub fn additional_player_count(&self) -> ::std::option::Option<i32> {
        self.additional_player_count
    }
    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
    pub fn custom_event_data(&self) -> ::std::option::Option<&str> {
        self.custom_event_data.as_deref()
    }
    /// <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><note>
    /// <ul>
    /// <li>
    /// <p>Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.</p></li>
    /// <li>
    /// <p>If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.</p></li>
    /// </ul>
    /// </note>
    ///
    /// If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use `.game_properties.is_none()`.
    pub fn game_properties(&self) -> &[crate::types::GameProperty] {
        self.game_properties.as_deref().unwrap_or_default()
    }
    /// <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 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>
    pub fn game_session_data(&self) -> ::std::option::Option<&str> {
        self.game_session_data.as_deref()
    }
    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a 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>
    pub fn backfill_mode(&self) -> ::std::option::Option<&crate::types::BackfillMode> {
        self.backfill_mode.as_ref()
    }
    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
    /// <ul>
    /// <li>
    /// <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>
    /// <li>
    /// <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>
    /// </ul>
    pub fn flex_match_mode(&self) -> ::std::option::Option<&crate::types::FlexMatchMode> {
        self.flex_match_mode.as_ref()
    }
    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    ///
    /// If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use `.tags.is_none()`.
    pub fn tags(&self) -> &[crate::types::Tag] {
        self.tags.as_deref().unwrap_or_default()
    }
}
impl CreateMatchmakingConfigurationInput {
    /// Creates a new builder-style object to manufacture [`CreateMatchmakingConfigurationInput`](crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput).
    pub fn builder() -> crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder {
        crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder::default()
    }
}

/// A builder for [`CreateMatchmakingConfigurationInput`](crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput).
#[derive(::std::clone::Clone, ::std::cmp::PartialEq, ::std::default::Default, ::std::fmt::Debug)]
#[non_exhaustive]
pub struct CreateMatchmakingConfigurationInputBuilder {
    pub(crate) name: ::std::option::Option<::std::string::String>,
    pub(crate) description: ::std::option::Option<::std::string::String>,
    pub(crate) game_session_queue_arns: ::std::option::Option<::std::vec::Vec<::std::string::String>>,
    pub(crate) request_timeout_seconds: ::std::option::Option<i32>,
    pub(crate) acceptance_timeout_seconds: ::std::option::Option<i32>,
    pub(crate) acceptance_required: ::std::option::Option<bool>,
    pub(crate) rule_set_name: ::std::option::Option<::std::string::String>,
    pub(crate) notification_target: ::std::option::Option<::std::string::String>,
    pub(crate) additional_player_count: ::std::option::Option<i32>,
    pub(crate) custom_event_data: ::std::option::Option<::std::string::String>,
    pub(crate) game_properties: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>,
    pub(crate) game_session_data: ::std::option::Option<::std::string::String>,
    pub(crate) backfill_mode: ::std::option::Option<crate::types::BackfillMode>,
    pub(crate) flex_match_mode: ::std::option::Option<crate::types::FlexMatchMode>,
    pub(crate) tags: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>,
}
impl CreateMatchmakingConfigurationInputBuilder {
    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
    /// This field is required.
    pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.name = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
    pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.name = input;
        self
    }
    /// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.</p>
    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
        &self.name
    }
    /// <p>A human-readable description of the matchmaking configuration.</p>
    pub fn description(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.description = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>A human-readable description of the matchmaking configuration.</p>
    pub fn set_description(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.description = input;
        self
    }
    /// <p>A human-readable description of the matchmaking configuration.</p>
    pub fn get_description(&self) -> &::std::option::Option<::std::string::String> {
        &self.description
    }
    /// Appends an item to `game_session_queue_arns`.
    ///
    /// To override the contents of this collection use [`set_game_session_queue_arns`](Self::set_game_session_queue_arns).
    ///
    /// <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>
    /// ::gamesessionqueue/
    /// <queue name></queue>
    /// </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>
    pub fn game_session_queue_arns(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        let mut v = self.game_session_queue_arns.unwrap_or_default();
        v.push(input.into());
        self.game_session_queue_arns = ::std::option::Option::Some(v);
        self
    }
    /// <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>
    /// ::gamesessionqueue/
    /// <queue name></queue>
    /// </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>
    pub fn set_game_session_queue_arns(mut self, input: ::std::option::Option<::std::vec::Vec<::std::string::String>>) -> Self {
        self.game_session_queue_arns = input;
        self
    }
    /// <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>
    /// ::gamesessionqueue/
    /// <queue name></queue>
    /// </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>
    pub fn get_game_session_queue_arns(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
        &self.game_session_queue_arns
    }
    /// <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>
    /// This field is required.
    pub fn request_timeout_seconds(mut self, input: i32) -> Self {
        self.request_timeout_seconds = ::std::option::Option::Some(input);
        self
    }
    /// <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>
    pub fn set_request_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
        self.request_timeout_seconds = input;
        self
    }
    /// <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>
    pub fn get_request_timeout_seconds(&self) -> &::std::option::Option<i32> {
        &self.request_timeout_seconds
    }
    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
    pub fn acceptance_timeout_seconds(mut self, input: i32) -> Self {
        self.acceptance_timeout_seconds = ::std::option::Option::Some(input);
        self
    }
    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
    pub fn set_acceptance_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
        self.acceptance_timeout_seconds = input;
        self
    }
    /// <p>The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.</p>
    pub fn get_acceptance_timeout_seconds(&self) -> &::std::option::Option<i32> {
        &self.acceptance_timeout_seconds
    }
    /// <p>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 <code>TRUE</code>. 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>
    /// This field is required.
    pub fn acceptance_required(mut self, input: bool) -> Self {
        self.acceptance_required = ::std::option::Option::Some(input);
        self
    }
    /// <p>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 <code>TRUE</code>. 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>
    pub fn set_acceptance_required(mut self, input: ::std::option::Option<bool>) -> Self {
        self.acceptance_required = input;
        self
    }
    /// <p>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 <code>TRUE</code>. 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>
    pub fn get_acceptance_required(&self) -> &::std::option::Option<bool> {
        &self.acceptance_required
    }
    /// <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>
    /// This field is required.
    pub fn rule_set_name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.rule_set_name = ::std::option::Option::Some(input.into());
        self
    }
    /// <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>
    pub fn set_rule_set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.rule_set_name = input;
        self
    }
    /// <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>
    pub fn get_rule_set_name(&self) -> &::std::option::Option<::std::string::String> {
        &self.rule_set_name
    }
    /// <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>
    pub fn notification_target(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.notification_target = ::std::option::Option::Some(input.into());
        self
    }
    /// <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>
    pub fn set_notification_target(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.notification_target = input;
        self
    }
    /// <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>
    pub fn get_notification_target(&self) -> &::std::option::Option<::std::string::String> {
        &self.notification_target
    }
    /// <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>
    pub fn additional_player_count(mut self, input: i32) -> Self {
        self.additional_player_count = ::std::option::Option::Some(input);
        self
    }
    /// <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>
    pub fn set_additional_player_count(mut self, input: ::std::option::Option<i32>) -> Self {
        self.additional_player_count = input;
        self
    }
    /// <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>
    pub fn get_additional_player_count(&self) -> &::std::option::Option<i32> {
        &self.additional_player_count
    }
    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
    pub fn custom_event_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.custom_event_data = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
    pub fn set_custom_event_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.custom_event_data = input;
        self
    }
    /// <p>Information to be added to all events related to this matchmaking configuration.</p>
    pub fn get_custom_event_data(&self) -> &::std::option::Option<::std::string::String> {
        &self.custom_event_data
    }
    /// Appends an item to `game_properties`.
    ///
    /// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
    ///
    /// <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><note>
    /// <ul>
    /// <li>
    /// <p>Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.</p></li>
    /// <li>
    /// <p>If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.</p></li>
    /// </ul>
    /// </note>
    pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
        let mut v = self.game_properties.unwrap_or_default();
        v.push(input);
        self.game_properties = ::std::option::Option::Some(v);
        self
    }
    /// <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><note>
    /// <ul>
    /// <li>
    /// <p>Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.</p></li>
    /// <li>
    /// <p>If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.</p></li>
    /// </ul>
    /// </note>
    pub fn set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
        self.game_properties = input;
        self
    }
    /// <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><note>
    /// <ul>
    /// <li>
    /// <p>Avoid using periods (".") in property keys if you plan to search for game sessions by properties. Property keys containing periods cannot be searched and will be filtered out from search results due to search index limitations.</p></li>
    /// <li>
    /// <p>If you use SearchGameSessions API, there is a limit of 500 game property keys across all game sessions and all fleets per region. If the limit is exceeded, there will potentially be game session entries missing from SearchGameSessions API results.</p></li>
    /// </ul>
    /// </note>
    pub fn get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
        &self.game_properties
    }
    /// <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 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>
    pub fn game_session_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.game_session_data = ::std::option::Option::Some(input.into());
        self
    }
    /// <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 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>
    pub fn set_game_session_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.game_session_data = input;
        self
    }
    /// <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 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>
    pub fn get_game_session_data(&self) -> &::std::option::Option<::std::string::String> {
        &self.game_session_data
    }
    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a 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>
    pub fn backfill_mode(mut self, input: crate::types::BackfillMode) -> Self {
        self.backfill_mode = ::std::option::Option::Some(input);
        self
    }
    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a 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>
    pub fn set_backfill_mode(mut self, input: ::std::option::Option<crate::types::BackfillMode>) -> Self {
        self.backfill_mode = input;
        self
    }
    /// <p>The method used to backfill game sessions that are created with this matchmaking configuration. Specify <code>MANUAL</code> when your game manages backfill requests manually or does not use the match backfill feature. Specify <code>AUTOMATIC</code> to have Amazon GameLift Servers create a 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>
    pub fn get_backfill_mode(&self) -> &::std::option::Option<crate::types::BackfillMode> {
        &self.backfill_mode
    }
    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
    /// <ul>
    /// <li>
    /// <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>
    /// <li>
    /// <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>
    /// </ul>
    pub fn flex_match_mode(mut self, input: crate::types::FlexMatchMode) -> Self {
        self.flex_match_mode = ::std::option::Option::Some(input);
        self
    }
    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
    /// <ul>
    /// <li>
    /// <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>
    /// <li>
    /// <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>
    /// </ul>
    pub fn set_flex_match_mode(mut self, input: ::std::option::Option<crate::types::FlexMatchMode>) -> Self {
        self.flex_match_mode = input;
        self
    }
    /// <p>Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.</p>
    /// <ul>
    /// <li>
    /// <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>
    /// <li>
    /// <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>
    /// </ul>
    pub fn get_flex_match_mode(&self) -> &::std::option::Option<crate::types::FlexMatchMode> {
        &self.flex_match_mode
    }
    /// Appends an item to `tags`.
    ///
    /// To override the contents of this collection use [`set_tags`](Self::set_tags).
    ///
    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub fn tags(mut self, input: crate::types::Tag) -> Self {
        let mut v = self.tags.unwrap_or_default();
        v.push(input);
        self.tags = ::std::option::Option::Some(v);
        self
    }
    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
        self.tags = input;
        self
    }
    /// <p>A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
        &self.tags
    }
    /// Consumes the builder and constructs a [`CreateMatchmakingConfigurationInput`](crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput).
    pub fn build(
        self,
    ) -> ::std::result::Result<
        crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput,
        ::aws_smithy_types::error::operation::BuildError,
    > {
        ::std::result::Result::Ok(crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationInput {
            name: self.name,
            description: self.description,
            game_session_queue_arns: self.game_session_queue_arns,
            request_timeout_seconds: self.request_timeout_seconds,
            acceptance_timeout_seconds: self.acceptance_timeout_seconds,
            acceptance_required: self.acceptance_required,
            rule_set_name: self.rule_set_name,
            notification_target: self.notification_target,
            additional_player_count: self.additional_player_count,
            custom_event_data: self.custom_event_data,
            game_properties: self.game_properties,
            game_session_data: self.game_session_data,
            backfill_mode: self.backfill_mode,
            flex_match_mode: self.flex_match_mode,
            tags: self.tags,
        })
    }
}