public static interface CreateMatchmakingConfigurationRequest.Builder extends GameLiftRequest.Builder, SdkPojo, CopyableBuilder<CreateMatchmakingConfigurationRequest.Builder,CreateMatchmakingConfigurationRequest>
| Modifier and Type | Method and Description |
|---|---|
CreateMatchmakingConfigurationRequest.Builder |
acceptanceRequired(Boolean acceptanceRequired)
A flag that determines whether a match that was created with this configuration must be accepted by the
matched players.
|
CreateMatchmakingConfigurationRequest.Builder |
acceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
CreateMatchmakingConfigurationRequest.Builder |
additionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
CreateMatchmakingConfigurationRequest.Builder |
backfillMode(BackfillMode backfillMode)
The method used to backfill game sessions that are created with this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
backfillMode(String backfillMode)
The method used to backfill game sessions that are created with this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
customEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
description(String description)
A human-readable description of the matchmaking configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
flexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
CreateMatchmakingConfigurationRequest.Builder |
flexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
CreateMatchmakingConfigurationRequest.Builder |
gameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
CreateMatchmakingConfigurationRequest.Builder |
gameProperties(Consumer<GameProperty.Builder>... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
CreateMatchmakingConfigurationRequest.Builder |
gameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
CreateMatchmakingConfigurationRequest.Builder |
gameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
CreateMatchmakingConfigurationRequest.Builder |
gameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest.Builder |
gameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest.Builder |
name(String name)
A unique identifier for the matchmaking configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
notificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
CreateMatchmakingConfigurationRequest.Builder |
overrideConfiguration(AwsRequestOverrideConfiguration overrideConfiguration) |
CreateMatchmakingConfigurationRequest.Builder |
overrideConfiguration(Consumer<AwsRequestOverrideConfiguration.Builder> builderConsumer) |
CreateMatchmakingConfigurationRequest.Builder |
requestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
CreateMatchmakingConfigurationRequest.Builder |
ruleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
CreateMatchmakingConfigurationRequest.Builder |
tags(Collection<Tag> tags)
A list of labels to assign to the new matchmaking configuration resource.
|
CreateMatchmakingConfigurationRequest.Builder |
tags(Consumer<Tag.Builder>... tags)
A list of labels to assign to the new matchmaking configuration resource.
|
CreateMatchmakingConfigurationRequest.Builder |
tags(Tag... tags)
A list of labels to assign to the new matchmaking configuration resource.
|
buildoverrideConfigurationequalsBySdkFields, sdkFieldscopyapplyMutation, buildCreateMatchmakingConfigurationRequest.Builder name(String name)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.CreateMatchmakingConfigurationRequest.Builder description(String description)
A human-readable description of the matchmaking configuration.
description - A human-readable description of the matchmaking configuration.CreateMatchmakingConfigurationRequest.Builder gameSessionQueueArns(Collection<String> gameSessionQueueArns)
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.
gameSessionQueueArns - 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.CreateMatchmakingConfigurationRequest.Builder gameSessionQueueArns(String... gameSessionQueueArns)
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.
gameSessionQueueArns - 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.CreateMatchmakingConfigurationRequest.Builder requestTimeoutSeconds(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.
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.CreateMatchmakingConfigurationRequest.Builder acceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is
required.CreateMatchmakingConfigurationRequest.Builder acceptanceRequired(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.
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.CreateMatchmakingConfigurationRequest.Builder ruleSetName(String ruleSetName)
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.
ruleSetName - 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.CreateMatchmakingConfigurationRequest.Builder notificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up
notifications for matchmaking for more information.CreateMatchmakingConfigurationRequest.Builder additionalPlayerCount(Integer additionalPlayerCount)
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.
additionalPlayerCount - 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.CreateMatchmakingConfigurationRequest.Builder customEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
customEventData - Information to be added to all events related to this matchmaking configuration.CreateMatchmakingConfigurationRequest.Builder gameProperties(Collection<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.
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.CreateMatchmakingConfigurationRequest.Builder gameProperties(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.
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.CreateMatchmakingConfigurationRequest.Builder gameProperties(Consumer<GameProperty.Builder>... 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.
List.Builder avoiding the need to
create one manually via List#builder() .
When the Consumer completes, List.Builder#build() is called immediately and its
result is passed to #gameProperties(List) .gameProperties - a consumer that will call methods on List.Builder #gameProperties(List) CreateMatchmakingConfigurationRequest.Builder gameSessionData(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.
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.CreateMatchmakingConfigurationRequest.Builder backfillMode(String 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.
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.BackfillMode,
BackfillModeCreateMatchmakingConfigurationRequest.Builder backfillMode(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.
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.BackfillMode,
BackfillModeCreateMatchmakingConfigurationRequest.Builder flexMatchMode(String 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.
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.
FlexMatchMode,
FlexMatchModeCreateMatchmakingConfigurationRequest.Builder flexMatchMode(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.
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.
FlexMatchMode,
FlexMatchModeCreateMatchmakingConfigurationRequest.Builder tags(Collection<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.
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.CreateMatchmakingConfigurationRequest.Builder tags(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.
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.CreateMatchmakingConfigurationRequest.Builder tags(Consumer<Tag.Builder>... 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.
This is a convenience that creates an instance of theList.Builder avoiding the need to create
one manually via List#builder() .
When the Consumer completes, List.Builder#build() is called immediately and its result
is passed to #tags(List) .tags - a consumer that will call methods on List.Builder #tags(List) CreateMatchmakingConfigurationRequest.Builder overrideConfiguration(AwsRequestOverrideConfiguration overrideConfiguration)
overrideConfiguration in interface AwsRequest.BuilderCreateMatchmakingConfigurationRequest.Builder overrideConfiguration(Consumer<AwsRequestOverrideConfiguration.Builder> builderConsumer)
overrideConfiguration in interface AwsRequest.BuilderCopyright © 2021. All rights reserved.