@Generated(value="software.amazon.awssdk:codegen") public final class MatchmakingConfiguration extends Object implements SdkPojo, Serializable, ToCopyableBuilder<MatchmakingConfiguration.Builder,MatchmakingConfiguration>
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
| Modifier and Type | Class and Description |
|---|---|
static interface |
MatchmakingConfiguration.Builder |
| Modifier and Type | Method and Description |
|---|---|
Boolean |
acceptanceRequired()
A flag that indicates 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 created with this matchmaking configuration.
|
String |
backfillModeAsString()
The method used to backfill game sessions created with this matchmaking configuration.
|
static MatchmakingConfiguration.Builder |
builder() |
String |
configurationArn()
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it.
|
Instant |
creationTime()
A time stamp indicating when this data object was created.
|
String |
customEventData()
Information to attach to all events related to the matchmaking configuration.
|
String |
description()
A descriptive label that is associated with 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()
The 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()
For responses, this returns true if the service returned a value for the GameProperties property.
|
boolean |
hasGameSessionQueueArns()
For responses, this returns true if the service returned a value for the GameSessionQueueArns property.
|
int |
hashCode() |
String |
name()
A unique identifier for the 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 |
ruleSetArn()
The Amazon Resource Name (ARN)
associated with the GameLift matchmaking rule set resource that this configuration uses.
|
String |
ruleSetName()
A unique identifier for the matchmaking rule set to use with this configuration.
|
List<SdkField<?>> |
sdkFields() |
static Class<? extends MatchmakingConfiguration.Builder> |
serializableBuilderClass() |
MatchmakingConfiguration.Builder |
toBuilder() |
String |
toString()
Returns a string representation of this object.
|
clone, finalize, getClass, notify, notifyAll, wait, wait, waitcopypublic final String name()
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public final String configurationArn()
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.
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.public final String description()
A descriptive label that is associated with matchmaking configuration.
public final boolean hasGameSessionQueueArns()
isEmpty() method on the property).
This is useful because the SDK will never return a null collection or map, but you may need to differentiate
between the service returning nothing (or null) and the service returning an empty collection or map. For
requests, this returns true if a value for the property was specified in the request builder, and false if a
value was not specified.public final List<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. This property is not set when FlexMatchMode is set to
STANDALONE.
Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
This method will never return null. If you would like to know whether the service returned this field (so that
you can differentiate between null and empty), you can use the hasGameSessionQueueArns() method.
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.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 ticket continues to look for an acceptable match.
public final Boolean acceptanceRequired()
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.
REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for
player acceptance.public final String ruleSetName()
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.
public final String ruleSetArn()
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
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, 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.
FlexMatchMode is set to STANDALONE.public final String customEventData()
Information to attach to all events related to the matchmaking configuration.
public final Instant creationTime()
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").
"1469498468.057").public final boolean hasGameProperties()
isEmpty() method on the property).
This is useful because the SDK will never return a null collection or map, but you may need to differentiate
between the service returning nothing (or null) and the service returning an empty collection or map. For
requests, this returns true if a value for the property was specified in the request builder, and false if a
value was not specified.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 when FlexMatchMode is set to STANDALONE.
Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
This method will never return null. If you would like to know whether the service returned this field (so that
you can differentiate between null and empty), you can use the hasGameProperties() method.
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 when FlexMatchMode is set to STANDALONE.
FlexMatchMode is set to
STANDALONE.public final BackfillMode backfillMode()
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.
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().
FlexMatchMode is set to
STANDALONE.BackfillModepublic final String backfillModeAsString()
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.
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().
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 MatchmakingConfiguration.Builder toBuilder()
toBuilder in interface ToCopyableBuilder<MatchmakingConfiguration.Builder,MatchmakingConfiguration>public static MatchmakingConfiguration.Builder builder()
public static Class<? extends MatchmakingConfiguration.Builder> serializableBuilderClass()
public final boolean equalsBySdkFields(Object obj)
equalsBySdkFields in interface SdkPojopublic final String toString()
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