Class UpdateMatchmakingConfigurationRequest

    • Method Detail

      • name

        public final String name()

        A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

        Returns:
        A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
      • description

        public final String description()

        A description for the matchmaking configuration.

        Returns:
        A description for the matchmaking configuration.
      • hasGameSessionQueueArns

        public final boolean hasGameSessionQueueArns()
        For responses, this returns true if the service returned a value for the GameSessionQueueArns property. This DOES NOT check that the value is non-empty (for which, you should check the 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.
      • gameSessionQueueArns

        public final List<String> gameSessionQueueArns()

        The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon 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.

        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.

        Returns:
        The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
      • requestTimeoutSeconds

        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.

        Returns:
        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.
      • acceptanceTimeoutSeconds

        public final Integer acceptanceTimeoutSeconds()

        The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

        Returns:
        The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
      • acceptanceRequired

        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. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

        Returns:
        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. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
      • ruleSetName

        public final 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.

        Returns:
        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.
      • additionalPlayerCount

        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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.

        Returns:
        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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if FlexMatchMode is set to STANDALONE.
      • customEventData

        public final String customEventData()

        Information to add to all events related to the matchmaking configuration.

        Returns:
        Information to add to all events related to the matchmaking configuration.
      • hasGameProperties

        public final boolean hasGameProperties()
        For responses, this returns true if the service returned a value for the GameProperties property. This DOES NOT check that the value is non-empty (for which, you should check the 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.
      • gameProperties

        public final List<GameProperty> gameProperties()

        A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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.

        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.

        Returns:
        A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. 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

        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 with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

        Returns:
        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 game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
      • backfillMode

        public final BackfillMode backfillMode()

        The method that is used to backfill game sessions 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 match backfill 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().

        Returns:
        The method that is used to backfill game sessions 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 match backfill 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.
        See Also:
        BackfillMode
      • backfillModeAsString

        public final String backfillModeAsString()

        The method that is used to backfill game sessions 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 match backfill 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().

        Returns:
        The method that is used to backfill game sessions 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 match backfill 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.
        See Also:
        BackfillMode
      • flexMatchMode

        public final FlexMatchMode flexMatchMode()

        Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon 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().

        Returns:
        Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.

        See Also:
        FlexMatchMode
      • flexMatchModeAsString

        public final String flexMatchModeAsString()

        Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon 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().

        Returns:
        Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.

        See Also:
        FlexMatchMode
      • toString

        public final String toString()
        Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be redacted from this string using a placeholder value.
        Overrides:
        toString in class Object