public static interface MatchmakingConfiguration.Builder extends SdkPojo, CopyableBuilder<MatchmakingConfiguration.Builder,MatchmakingConfiguration>
| Modifier and Type | Method and Description |
|---|---|
MatchmakingConfiguration.Builder |
acceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the
matched players.
|
MatchmakingConfiguration.Builder |
acceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
MatchmakingConfiguration.Builder |
additionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
MatchmakingConfiguration.Builder |
backfillMode(BackfillMode backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration.Builder |
backfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration.Builder |
configurationArn(String configurationArn)
The Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it.
|
MatchmakingConfiguration.Builder |
creationTime(Instant creationTime)
A time stamp indicating when this data object was created.
|
MatchmakingConfiguration.Builder |
customEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
|
MatchmakingConfiguration.Builder |
description(String description)
A descriptive label that is associated with matchmaking configuration.
|
MatchmakingConfiguration.Builder |
flexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
MatchmakingConfiguration.Builder |
flexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
MatchmakingConfiguration.Builder |
gameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
MatchmakingConfiguration.Builder |
gameProperties(Consumer<GameProperty.Builder>... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
MatchmakingConfiguration.Builder |
gameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
MatchmakingConfiguration.Builder |
gameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
MatchmakingConfiguration.Builder |
gameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration.Builder |
gameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration.Builder |
name(String name)
A unique identifier for the matchmaking configuration.
|
MatchmakingConfiguration.Builder |
notificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
MatchmakingConfiguration.Builder |
requestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
MatchmakingConfiguration.Builder |
ruleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.
|
MatchmakingConfiguration.Builder |
ruleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
equalsBySdkFields, sdkFieldscopyapplyMutation, buildMatchmakingConfiguration.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.MatchmakingConfiguration.Builder configurationArn(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.
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.MatchmakingConfiguration.Builder description(String description)
A descriptive label that is associated with matchmaking configuration.
description - A descriptive label that is associated with matchmaking configuration.MatchmakingConfiguration.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. This property is not set when FlexMatchMode is set to
STANDALONE.
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.MatchmakingConfiguration.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. This property is not set when FlexMatchMode is set to
STANDALONE.
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.MatchmakingConfiguration.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.MatchmakingConfiguration.Builder acceptanceTimeoutSeconds(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.
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.MatchmakingConfiguration.Builder acceptanceRequired(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.
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.MatchmakingConfiguration.Builder ruleSetName(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.
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.MatchmakingConfiguration.Builder ruleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
ruleSetArn - The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.MatchmakingConfiguration.Builder notificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.MatchmakingConfiguration.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 when 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 when
FlexMatchMode is set to STANDALONE.MatchmakingConfiguration.Builder customEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
customEventData - Information to attach to all events related to the matchmaking configuration.MatchmakingConfiguration.Builder creationTime(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").
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").MatchmakingConfiguration.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 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.
gameProperties - A set of custom properties for a game session, formatted as key:value pairs. These properties are
passed to a game server process 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.MatchmakingConfiguration.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 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.
gameProperties - A set of custom properties for a game session, formatted as key:value pairs. These properties are
passed to a game server process 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.MatchmakingConfiguration.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 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.
GameProperty.Builder avoiding the need to create one
manually via GameProperty.builder().
When the Consumer completes,
SdkBuilder.build() is called immediately and
its result is passed to #gameProperties(List.
gameProperties - a consumer that will call methods on
GameProperty.Builder#gameProperties(java.util.Collection) MatchmakingConfiguration.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 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.
gameSessionData - A set of custom game session properties, formatted as a single string value. This data is passed to a
game server process 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.MatchmakingConfiguration.Builder backfillMode(String 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 backfill 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.
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 backfill 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.BackfillMode,
BackfillModeMatchmakingConfiguration.Builder backfillMode(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 backfill 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.
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 backfill 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.BackfillMode,
BackfillModeMatchmakingConfiguration.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,
FlexMatchModeMatchmakingConfiguration.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,
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