Struct rusoto_gamelift::UpdateMatchmakingConfigurationInput
[−]
[src]
pub struct UpdateMatchmakingConfigurationInput { pub acceptance_required: Option<bool>, pub acceptance_timeout_seconds: Option<i64>, pub additional_player_count: Option<i64>, 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: String, pub notification_target: Option<String>, pub request_timeout_seconds: Option<i64>, pub rule_set_name: Option<String>, }
Represents the input for a request action.
Fields
acceptance_required: Option<bool>
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.
acceptance_timeout_seconds: Option<i64>
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>
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.
custom_event_data: Option<String>
Information to attached to all events related to the matchmaking configuration.
description: Option<String>
Descriptive label that is associated with matchmaking configuration.
game_properties: Option<Vec<GameProperty>>
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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>
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server 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 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.
name: String
Unique identifier for a matchmaking configuration to update.
notification_target: Option<String>
SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.
request_timeout_seconds: Option<i64>
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
rule_set_name: Option<String>
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 Default for UpdateMatchmakingConfigurationInput
[src]
fn default() -> UpdateMatchmakingConfigurationInput
[src]
Returns the "default value" for a type. Read more
impl Debug for UpdateMatchmakingConfigurationInput
[src]
impl Clone for UpdateMatchmakingConfigurationInput
[src]
fn clone(&self) -> UpdateMatchmakingConfigurationInput
[src]
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more