[][src]Struct rusoto_gamelift::MatchmakingConfiguration

pub struct MatchmakingConfiguration {
    pub acceptance_required: Option<bool>,
    pub acceptance_timeout_seconds: Option<i64>,
    pub additional_player_count: Option<i64>,
    pub creation_time: Option<f64>,
    pub custom_event_data: Option<String>,
    pub description: Option<String>,
    pub game_properties: Option<Vec<GameProperty>>,
    pub game_session_data: Option<String>,
    pub game_session_queue_arns: Option<Vec<String>>,
    pub name: Option<String>,
    pub notification_target: Option<String>,
    pub request_timeout_seconds: Option<i64>,
    pub rule_set_name: Option<String>,
}

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

Fields

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

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.

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.

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Information to attached to all events related to the matchmaking configuration.

Descriptive label that is associated with matchmaking configuration.

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.

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.

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

SNS topic ARN that is set up to receive matchmaking notifications.

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

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 PartialEq<MatchmakingConfiguration> for MatchmakingConfiguration
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This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

impl Default for MatchmakingConfiguration
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Returns the "default value" for a type. Read more

impl Clone for MatchmakingConfiguration
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Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for MatchmakingConfiguration
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Formats the value using the given formatter. Read more

impl<'de> Deserialize<'de> for MatchmakingConfiguration
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Deserialize this value from the given Serde deserializer. Read more

Auto Trait Implementations

Blanket Implementations

impl<T> ToOwned for T where
    T: Clone
[src]

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

recently added

Uses borrowed data to replace owned data, usually by cloning. Read more

impl<T, U> Into for T where
    U: From<T>, 
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Performs the conversion.

impl<T> From for T
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Performs the conversion.

impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

🔬 This is a nightly-only experimental API. (try_from)

Performs the conversion.

impl<T> Borrow for T where
    T: ?Sized
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Immutably borrows from an owned value. Read more

impl<T> BorrowMut for T where
    T: ?Sized
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Mutably borrows from an owned value. Read more

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

🔬 This is a nightly-only experimental API. (try_from)

Performs the conversion.

impl<T> Any for T where
    T: 'static + ?Sized
[src]

🔬 This is a nightly-only experimental API. (get_type_id)

this method will likely be replaced by an associated static

Gets the TypeId of self. Read more

impl<T> DeserializeOwned for T where
    T: Deserialize<'de>, 
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impl<T> Same for T

Should always be Self

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