// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_matchmaking_configuration::_create_matchmaking_configuration_input::CreateMatchmakingConfigurationInputBuilder;
pub use crate::operation::create_matchmaking_configuration::_create_matchmaking_configuration_output::CreateMatchmakingConfigurationOutputBuilder;
impl crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder {
/// Sends a request with this input using the given client.
pub async fn send_with(
self,
client: &crate::Client,
) -> ::std::result::Result<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let mut fluent_builder = client.create_matchmaking_configuration();
fluent_builder.inner = self;
fluent_builder.send().await
}
}
/// Fluent builder constructing a request to `CreateMatchmakingConfiguration`.
///
/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
/// <p>Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift Servers hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift Servers hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.</p>
/// <p>To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift Servers hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift Servers hosting, you also need to identify the game session queue to use when starting a game session for the match.</p>
/// <p>In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.</p>
/// <p><b>Learn more</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html"> Design a FlexMatch matchmaker</a></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html"> Set up FlexMatch event notification</a></p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct CreateMatchmakingConfigurationFluentBuilder {
handle: ::std::sync::Arc<crate::client::Handle>,
inner: crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder,
config_override: ::std::option::Option<crate::config::Builder>,
}
impl
crate::client::customize::internal::CustomizableSend<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
> for CreateMatchmakingConfigurationFluentBuilder
{
fn send(
self,
config_override: crate::config::Builder,
) -> crate::client::customize::internal::BoxFuture<
crate::client::customize::internal::SendResult<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
>,
> {
::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
}
}
impl CreateMatchmakingConfigurationFluentBuilder {
/// Creates a new `CreateMatchmakingConfigurationFluentBuilder`.
pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
Self {
handle,
inner: ::std::default::Default::default(),
config_override: ::std::option::Option::None,
}
}
/// Access the CreateMatchmakingConfiguration as a reference.
pub fn as_input(&self) -> &crate::operation::create_matchmaking_configuration::builders::CreateMatchmakingConfigurationInputBuilder {
&self.inner
}
/// Sends the request and returns the response.
///
/// If an error occurs, an `SdkError` will be returned with additional details that
/// can be matched against.
///
/// By default, any retryable failures will be retried twice. Retry behavior
/// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
/// set when configuring the client.
pub async fn send(
self,
) -> ::std::result::Result<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let input = self
.inner
.build()
.map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
let runtime_plugins = crate::operation::create_matchmaking_configuration::CreateMatchmakingConfiguration::operation_runtime_plugins(
self.handle.runtime_plugins.clone(),
&self.handle.conf,
self.config_override,
);
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfiguration::orchestrate(&runtime_plugins, input).await
}
/// Consumes this builder, creating a customizable operation that can be modified before being sent.
pub fn customize(
self,
) -> crate::client::customize::CustomizableOperation<
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationOutput,
crate::operation::create_matchmaking_configuration::CreateMatchmakingConfigurationError,
Self,
> {
crate::client::customize::CustomizableOperation::new(self)
}
pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
self.set_config_override(::std::option::Option::Some(config_override.into()));
self
}
pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
self.config_override = config_override;
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 name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.name(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.inner = self.inner.set_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.inner.get_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.inner = self.inner.description(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.inner = self.inner.set_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.inner.get_description()
}
///
/// Appends an item to `GameSessionQueueArns`.
///
/// 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 {
self.inner = self.inner.game_session_queue_arns(input.into());
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.inner = self.inner.set_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.inner.get_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>
pub fn request_timeout_seconds(mut self, input: i32) -> Self {
self.inner = self.inner.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 set_request_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
self.inner = self.inner.set_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.inner.get_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.inner = self.inner.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 set_acceptance_timeout_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
self.inner = self.inner.set_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.inner.get_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(mut self, input: bool) -> Self {
self.inner = self.inner.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 set_acceptance_required(mut self, input: ::std::option::Option<bool>) -> Self {
self.inner = self.inner.set_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.inner.get_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(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.rule_set_name(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.inner = self.inner.set_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.inner.get_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.inner = self.inner.notification_target(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.inner = self.inner.set_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.inner.get_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.inner = self.inner.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 set_additional_player_count(mut self, input: ::std::option::Option<i32>) -> Self {
self.inner = self.inner.set_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.inner.get_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.inner = self.inner.custom_event_data(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.inner = self.inner.set_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.inner.get_custom_event_data()
}
///
/// Appends an item to `GameProperties`.
///
/// 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 {
self.inner = self.inner.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 set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
self.inner = self.inner.set_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.inner.get_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.inner = self.inner.game_session_data(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.inner = self.inner.set_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.inner.get_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.inner = self.inner.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 set_backfill_mode(mut self, input: ::std::option::Option<crate::types::BackfillMode>) -> Self {
self.inner = self.inner.set_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.inner.get_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.inner = self.inner.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 set_flex_match_mode(mut self, input: ::std::option::Option<crate::types::FlexMatchMode>) -> Self {
self.inner = self.inner.set_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.inner.get_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 {
self.inner = self.inner.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 set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
self.inner = self.inner.set_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.inner.get_tags()
}
}