Struct MatchmakingConfiguration

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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.

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§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§

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impl Clone for MatchmakingConfiguration

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fn clone(&self) -> MatchmakingConfiguration

Returns a copy 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 MatchmakingConfiguration

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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 MatchmakingConfiguration

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fn default() -> MatchmakingConfiguration

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for MatchmakingConfiguration

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for MatchmakingConfiguration

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fn eq(&self, other: &MatchmakingConfiguration) -> 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 StructuralPartialEq for MatchmakingConfiguration

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