[−][src]Struct rusoto_gamelift::MatchmakingConfiguration
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Fields
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.
acceptance_timeout_seconds: Option<i64>
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
additional_player_count: Option<i64>
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
backfill_mode: Option<String>
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
configuration_arn: Option<String>
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.
creation_time: Option<f64>
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
custom_event_data: Option<String>
Information to attach to all events related to the matchmaking configuration.
description: Option<String>
A descriptive label that is associated with 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.
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.
game_session_queue_arns: Option<Vec<String>>
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
name: Option<String>
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
notification_target: Option<String>
An SNS topic ARN that is set up to receive matchmaking notifications.
request_timeout_seconds: Option<i64>
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.
rule_set_arn: Option<String>
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
rule_set_name: Option<String>
A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
Trait Implementations
impl Clone for MatchmakingConfiguration
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pub fn clone(&self) -> MatchmakingConfiguration
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for MatchmakingConfiguration
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impl Default for MatchmakingConfiguration
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pub fn default() -> MatchmakingConfiguration
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impl<'de> Deserialize<'de> for MatchmakingConfiguration
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pub fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl PartialEq<MatchmakingConfiguration> for MatchmakingConfiguration
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pub fn eq(&self, other: &MatchmakingConfiguration) -> bool
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pub fn ne(&self, other: &MatchmakingConfiguration) -> bool
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impl StructuralPartialEq for MatchmakingConfiguration
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Auto Trait Implementations
impl RefUnwindSafe for MatchmakingConfiguration
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impl Send for MatchmakingConfiguration
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impl Sync for MatchmakingConfiguration
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impl Unpin for MatchmakingConfiguration
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impl UnwindSafe for MatchmakingConfiguration
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,