AWS SDK for C++
1.8.126
AWS SDK for C++
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#include <CreateMatchmakingConfigurationRequest.h>
Additional Inherited Members | |
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virtual void | DumpBodyToUrl (Aws::Http::URI &uri) const |
Represents the input for a request operation.
Definition at line 29 of file CreateMatchmakingConfigurationRequest.h.
Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::CreateMatchmakingConfigurationRequest | ( | ) |
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inline |
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.
Definition at line 322 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 287 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 602 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 613 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 229 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 217 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 241 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 457 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 953 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 967 of file CreateMatchmakingConfigurationRequest.h.
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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
.
Definition at line 729 of file CreateMatchmakingConfigurationRequest.h.
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Information to be added to all events related to this matchmaking configuration.
Definition at line 488 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 102 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 806 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 547 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 636 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 157 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 313 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 279 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 448 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 716 of file CreateMatchmakingConfigurationRequest.h.
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Information to be added to all events related to this matchmaking configuration.
Definition at line 482 of file CreateMatchmakingConfigurationRequest.h.
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A human-readable description of the matchmaking configuration.
Definition at line 97 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 794 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 536 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 625 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 145 of file CreateMatchmakingConfigurationRequest.h.
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A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 49 of file CreateMatchmakingConfigurationRequest.h.
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An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 403 of file CreateMatchmakingConfigurationRequest.h.
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overridevirtual |
Reimplemented from Aws::GameLift::GameLiftRequest.
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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.
Definition at line 249 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 348 of file CreateMatchmakingConfigurationRequest.h.
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inlineoverridevirtual |
Implements Aws::AmazonWebServiceRequest.
Definition at line 38 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 869 of file CreateMatchmakingConfigurationRequest.h.
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A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 55 of file CreateMatchmakingConfigurationRequest.h.
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An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 408 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 256 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 355 of file CreateMatchmakingConfigurationRequest.h.
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overridevirtual |
Convert payload into String.
Implements Aws::AmazonSerializableWebServiceRequest.
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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.
Definition at line 331 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 295 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 466 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 755 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 742 of file CreateMatchmakingConfigurationRequest.h.
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inline |
Information to be added to all events related to this matchmaking configuration.
Definition at line 500 of file CreateMatchmakingConfigurationRequest.h.
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Information to be added to all events related to this matchmaking configuration.
Definition at line 494 of file CreateMatchmakingConfigurationRequest.h.
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Information to be added to all events related to this matchmaking configuration.
Definition at line 506 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 112 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 107 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 117 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 818 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 830 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 569 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 558 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 658 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 647 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 669 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 181 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 169 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 67 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 61 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 73 of file CreateMatchmakingConfigurationRequest.h.
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inline |
An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 418 of file CreateMatchmakingConfigurationRequest.h.
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inline |
An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 413 of file CreateMatchmakingConfigurationRequest.h.
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inline |
An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 423 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 263 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 369 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 362 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 376 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 911 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 897 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 883 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 340 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 303 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 475 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 781 of file CreateMatchmakingConfigurationRequest.h.
|
inline |
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
.
Definition at line 768 of file CreateMatchmakingConfigurationRequest.h.
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inline |
Information to be added to all events related to this matchmaking configuration.
Definition at line 518 of file CreateMatchmakingConfigurationRequest.h.
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inline |
Information to be added to all events related to this matchmaking configuration.
Definition at line 512 of file CreateMatchmakingConfigurationRequest.h.
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inline |
Information to be added to all events related to this matchmaking configuration.
Definition at line 524 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 127 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 122 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A human-readable description of the matchmaking configuration.
Definition at line 132 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 842 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 854 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 591 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 580 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 691 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 680 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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
.
Definition at line 702 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 205 of file CreateMatchmakingConfigurationRequest.h.
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inline |
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.
Definition at line 193 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 85 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 79 of file CreateMatchmakingConfigurationRequest.h.
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inline |
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
Definition at line 91 of file CreateMatchmakingConfigurationRequest.h.
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inline |
An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 433 of file CreateMatchmakingConfigurationRequest.h.
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inline |
An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 428 of file CreateMatchmakingConfigurationRequest.h.
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An SNS topic ARN that is set up to receive matchmaking notifications.
Definition at line 438 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 270 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 390 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 383 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 397 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 939 of file CreateMatchmakingConfigurationRequest.h.
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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.
Definition at line 925 of file CreateMatchmakingConfigurationRequest.h.