pub struct CreateMatchmakingConfigurationInput {Show 15 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 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: 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 operation.
Fields
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
. With this option 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.
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 if FlexMatchMode
is set to STANDALONE
.
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. Automatic backfill is not available when FlexMatchMode
is set to STANDALONE
.
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.
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 if 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 if 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. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
name: 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. See Setting up notifications for matchmaking for more information.
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 the 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.
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
sourceimpl Clone for CreateMatchmakingConfigurationInput
impl Clone for CreateMatchmakingConfigurationInput
sourcefn clone(&self) -> CreateMatchmakingConfigurationInput
fn clone(&self) -> CreateMatchmakingConfigurationInput
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 Default for CreateMatchmakingConfigurationInput
impl Default for CreateMatchmakingConfigurationInput
sourcefn default() -> CreateMatchmakingConfigurationInput
fn default() -> CreateMatchmakingConfigurationInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<CreateMatchmakingConfigurationInput> for CreateMatchmakingConfigurationInput
impl PartialEq<CreateMatchmakingConfigurationInput> for CreateMatchmakingConfigurationInput
sourcefn eq(&self, other: &CreateMatchmakingConfigurationInput) -> bool
fn eq(&self, other: &CreateMatchmakingConfigurationInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &CreateMatchmakingConfigurationInput) -> bool
fn ne(&self, other: &CreateMatchmakingConfigurationInput) -> bool
This method tests for !=
.
impl StructuralPartialEq for CreateMatchmakingConfigurationInput
Auto Trait Implementations
impl RefUnwindSafe for CreateMatchmakingConfigurationInput
impl Send for CreateMatchmakingConfigurationInput
impl Sync for CreateMatchmakingConfigurationInput
impl Unpin for CreateMatchmakingConfigurationInput
impl UnwindSafe for CreateMatchmakingConfigurationInput
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