CreateMatchmakingConfigurationInput

Struct CreateMatchmakingConfigurationInput 

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pub struct CreateMatchmakingConfigurationInput {
Show 14 fields pub acceptance_required: bool, pub acceptance_timeout_seconds: Option<i64>, pub additional_player_count: Option<i64>, pub backfill_mode: Option<String>, 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: Vec<String>, pub name: String, pub notification_target: Option<String>, pub request_timeout_seconds: i64, pub rule_set_name: String, pub tags: Option<Vec<Tag>>,
}
Expand description

Represents the input for a request action.

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§acceptance_required: bool

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 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 that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

§custom_event_data: Option<String>

Information to be added to all events related to this matchmaking configuration.

§description: Option<String>

A human-readable description of the 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: 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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

§name: 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: 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_name: String

A unique identifier for a 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.

§tags: Option<Vec<Tag>>

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Trait Implementations§

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impl Clone for CreateMatchmakingConfigurationInput

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fn clone(&self) -> CreateMatchmakingConfigurationInput

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CreateMatchmakingConfigurationInput

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CreateMatchmakingConfigurationInput

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fn default() -> CreateMatchmakingConfigurationInput

Returns the “default value” for a type. Read more
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impl PartialEq for CreateMatchmakingConfigurationInput

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fn eq(&self, other: &CreateMatchmakingConfigurationInput) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CreateMatchmakingConfigurationInput

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CreateMatchmakingConfigurationInput

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