@Generated(value="software.amazon.awssdk:codegen") public final class CreateMatchmakingConfigurationRequest extends GameLiftRequest implements ToCopyableBuilder<CreateMatchmakingConfigurationRequest.Builder,CreateMatchmakingConfigurationRequest>
Represents the input for a request operation.
| Modifier and Type | Class and Description |
|---|---|
static interface |
CreateMatchmakingConfigurationRequest.Builder |
| Modifier and Type | Method and Description |
|---|---|
Boolean |
acceptanceRequired()
A flag that determines whether a match that was created with this configuration must be accepted by the matched
players.
|
Integer |
acceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
Integer |
additionalPlayerCount()
The number of player slots in a match to keep open for future players.
|
BackfillMode |
backfillMode()
The method used to backfill game sessions that are created with this matchmaking configuration.
|
String |
backfillModeAsString()
The method used to backfill game sessions that are created with this matchmaking configuration.
|
static CreateMatchmakingConfigurationRequest.Builder |
builder() |
String |
customEventData()
Information to be added to all events related to this matchmaking configuration.
|
String |
description()
A human-readable description of the matchmaking configuration.
|
boolean |
equals(Object obj) |
boolean |
equalsBySdkFields(Object obj) |
FlexMatchMode |
flexMatchMode()
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
String |
flexMatchModeAsString()
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
List<GameProperty> |
gameProperties()
A set of custom properties for a game session, formatted as key-value pairs.
|
String |
gameSessionData()
A set of custom game session properties, formatted as a single string value.
|
List<String> |
gameSessionQueueArns()
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
<T> Optional<T> |
getValueForField(String fieldName,
Class<T> clazz) |
boolean |
hasGameProperties()
Returns true if the GameProperties property was specified by the sender (it may be empty), or false if the sender
did not specify the value (it will be empty).
|
boolean |
hasGameSessionQueueArns()
Returns true if the GameSessionQueueArns property was specified by the sender (it may be empty), or false if the
sender did not specify the value (it will be empty).
|
int |
hashCode() |
boolean |
hasTags()
Returns true if the Tags property was specified by the sender (it may be empty), or false if the sender did not
specify the value (it will be empty).
|
String |
name()
A unique identifier for a matchmaking configuration.
|
String |
notificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
|
Integer |
requestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
String |
ruleSetName()
A unique identifier for a matchmaking rule set to use with this configuration.
|
List<SdkField<?>> |
sdkFields() |
static Class<? extends CreateMatchmakingConfigurationRequest.Builder> |
serializableBuilderClass() |
List<Tag> |
tags()
A list of labels to assign to the new matchmaking configuration resource.
|
CreateMatchmakingConfigurationRequest.Builder |
toBuilder() |
String |
toString()
Returns a string representation of this object.
|
overrideConfigurationclone, finalize, getClass, notify, notifyAll, wait, wait, waitcopypublic final String name()
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public final String description()
A human-readable description of the matchmaking configuration.
public final boolean hasGameSessionQueueArns()
public final List<String> gameSessionQueueArns()
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. 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.
Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
You can use hasGameSessionQueueArns() to see if a value was sent in this field.
FlexMatchMode is set to
STANDALONE, do not set this parameter.public final Integer requestTimeoutSeconds()
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.
public final Integer acceptanceTimeoutSeconds()
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 tickets are returned to the ticket pool and continue to be evaluated for an acceptable match.
public final Boolean acceptanceRequired()
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.
TRUE. With this option enabled, matchmaking
tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is
waiting for player acceptance.public final String ruleSetName()
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.
public final String notificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
public final Integer additionalPlayerCount()
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. This parameter is not used if FlexMatchMode
is set to STANDALONE.
FlexMatchMode is set to STANDALONE.public final String customEventData()
Information to be added to all events related to this matchmaking configuration.
public final boolean hasGameProperties()
public final List<GameProperty> gameProperties()
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.
Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
You can use hasGameProperties() to see if a value was sent in this field.
FlexMatchMode is set to
STANDALONE.public final String gameSessionData()
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.
FlexMatchMode is set to
STANDALONE.public final BackfillMode backfillMode()
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.
If the service returns an enum value that is not available in the current SDK version, backfillMode will
return BackfillMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available from
backfillModeAsString().
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.BackfillModepublic final String backfillModeAsString()
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.
If the service returns an enum value that is not available in the current SDK version, backfillMode will
return BackfillMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available from
backfillModeAsString().
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.BackfillModepublic final FlexMatchMode flexMatchMode()
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.
If the service returns an enum value that is not available in the current SDK version, flexMatchMode
will return FlexMatchMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available from
flexMatchModeAsString().
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.
FlexMatchModepublic final String flexMatchModeAsString()
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.
If the service returns an enum value that is not available in the current SDK version, flexMatchMode
will return FlexMatchMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available from
flexMatchModeAsString().
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.
FlexMatchModepublic final boolean hasTags()
public final List<Tag> tags()
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.
Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
You can use hasTags() to see if a value was sent in this field.
public CreateMatchmakingConfigurationRequest.Builder toBuilder()
toBuilder in interface ToCopyableBuilder<CreateMatchmakingConfigurationRequest.Builder,CreateMatchmakingConfigurationRequest>toBuilder in class GameLiftRequestpublic static CreateMatchmakingConfigurationRequest.Builder builder()
public static Class<? extends CreateMatchmakingConfigurationRequest.Builder> serializableBuilderClass()
public final int hashCode()
hashCode in class AwsRequestpublic final boolean equals(Object obj)
equals in class AwsRequestpublic final boolean equalsBySdkFields(Object obj)
equalsBySdkFields in interface SdkPojopublic final String toString()
public final <T> Optional<T> getValueForField(String fieldName, Class<T> clazz)
getValueForField in class SdkRequestCopyright © 2021. All rights reserved.