Struct rusoto_gamelift::MatchmakingConfiguration
source · [−]pub struct MatchmakingConfiguration {Show 17 fields
pub acceptance_required: Option<bool>,
pub acceptance_timeout_seconds: Option<i64>,
pub additional_player_count: Option<i64>,
pub backfill_mode: Option<String>,
pub configuration_arn: Option<String>,
pub creation_time: Option<f64>,
pub custom_event_data: Option<String>,
pub description: Option<String>,
pub flex_match_mode: 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_arn: Option<String>,
pub rule_set_name: Option<String>,
}
Expand description
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. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
acceptance_timeout_seconds: Option<i64>
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. 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, 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 when FlexMatchMode
is set to STANDALONE
.
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. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
configuration_arn: Option<String>
The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.
creation_time: Option<f64>
A time stamp indicating when this data object was created. 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.
flex_match_mode: Option<String>
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.
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 when 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 when FlexMatchMode
is set to STANDALONE
.
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:<region>::gamesessionqueue/<queue name>
. 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. This property is not set when FlexMatchMode
is set to STANDALONE
.
name: Option<String>
A unique identifier for the 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 the 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
sourceimpl Clone for MatchmakingConfiguration
impl Clone for MatchmakingConfiguration
sourcefn clone(&self) -> MatchmakingConfiguration
fn clone(&self) -> MatchmakingConfiguration
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for MatchmakingConfiguration
impl Debug for MatchmakingConfiguration
sourceimpl Default for MatchmakingConfiguration
impl Default for MatchmakingConfiguration
sourcefn default() -> MatchmakingConfiguration
fn default() -> MatchmakingConfiguration
Returns the “default value” for a type. Read more
sourceimpl<'de> Deserialize<'de> for MatchmakingConfiguration
impl<'de> Deserialize<'de> for MatchmakingConfiguration
sourcefn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
sourceimpl PartialEq<MatchmakingConfiguration> for MatchmakingConfiguration
impl PartialEq<MatchmakingConfiguration> for MatchmakingConfiguration
sourcefn eq(&self, other: &MatchmakingConfiguration) -> bool
fn eq(&self, other: &MatchmakingConfiguration) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &MatchmakingConfiguration) -> bool
fn ne(&self, other: &MatchmakingConfiguration) -> bool
This method tests for !=
.
impl StructuralPartialEq for MatchmakingConfiguration
Auto Trait Implementations
impl RefUnwindSafe for MatchmakingConfiguration
impl Send for MatchmakingConfiguration
impl Sync for MatchmakingConfiguration
impl Unpin for MatchmakingConfiguration
impl UnwindSafe for MatchmakingConfiguration
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more