AWS SDK for C++  1.8.129
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::MatchmakingConfiguration Class Reference

#include <MatchmakingConfiguration.h>

Public Member Functions

 MatchmakingConfiguration ()
 
 MatchmakingConfiguration (Aws::Utils::Json::JsonView jsonValue)
 
MatchmakingConfigurationoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
MatchmakingConfigurationWithName (const Aws::String &value)
 
MatchmakingConfigurationWithName (Aws::String &&value)
 
MatchmakingConfigurationWithName (const char *value)
 
const Aws::StringGetConfigurationArn () const
 
bool ConfigurationArnHasBeenSet () const
 
void SetConfigurationArn (const Aws::String &value)
 
void SetConfigurationArn (Aws::String &&value)
 
void SetConfigurationArn (const char *value)
 
MatchmakingConfigurationWithConfigurationArn (const Aws::String &value)
 
MatchmakingConfigurationWithConfigurationArn (Aws::String &&value)
 
MatchmakingConfigurationWithConfigurationArn (const char *value)
 
const Aws::StringGetDescription () const
 
bool DescriptionHasBeenSet () const
 
void SetDescription (const Aws::String &value)
 
void SetDescription (Aws::String &&value)
 
void SetDescription (const char *value)
 
MatchmakingConfigurationWithDescription (const Aws::String &value)
 
MatchmakingConfigurationWithDescription (Aws::String &&value)
 
MatchmakingConfigurationWithDescription (const char *value)
 
const Aws::Vector< Aws::String > & GetGameSessionQueueArns () const
 
bool GameSessionQueueArnsHasBeenSet () const
 
void SetGameSessionQueueArns (const Aws::Vector< Aws::String > &value)
 
void SetGameSessionQueueArns (Aws::Vector< Aws::String > &&value)
 
MatchmakingConfigurationWithGameSessionQueueArns (const Aws::Vector< Aws::String > &value)
 
MatchmakingConfigurationWithGameSessionQueueArns (Aws::Vector< Aws::String > &&value)
 
MatchmakingConfigurationAddGameSessionQueueArns (const Aws::String &value)
 
MatchmakingConfigurationAddGameSessionQueueArns (Aws::String &&value)
 
MatchmakingConfigurationAddGameSessionQueueArns (const char *value)
 
int GetRequestTimeoutSeconds () const
 
bool RequestTimeoutSecondsHasBeenSet () const
 
void SetRequestTimeoutSeconds (int value)
 
MatchmakingConfigurationWithRequestTimeoutSeconds (int value)
 
int GetAcceptanceTimeoutSeconds () const
 
bool AcceptanceTimeoutSecondsHasBeenSet () const
 
void SetAcceptanceTimeoutSeconds (int value)
 
MatchmakingConfigurationWithAcceptanceTimeoutSeconds (int value)
 
bool GetAcceptanceRequired () const
 
bool AcceptanceRequiredHasBeenSet () const
 
void SetAcceptanceRequired (bool value)
 
MatchmakingConfigurationWithAcceptanceRequired (bool value)
 
const Aws::StringGetRuleSetName () const
 
bool RuleSetNameHasBeenSet () const
 
void SetRuleSetName (const Aws::String &value)
 
void SetRuleSetName (Aws::String &&value)
 
void SetRuleSetName (const char *value)
 
MatchmakingConfigurationWithRuleSetName (const Aws::String &value)
 
MatchmakingConfigurationWithRuleSetName (Aws::String &&value)
 
MatchmakingConfigurationWithRuleSetName (const char *value)
 
const Aws::StringGetRuleSetArn () const
 
bool RuleSetArnHasBeenSet () const
 
void SetRuleSetArn (const Aws::String &value)
 
void SetRuleSetArn (Aws::String &&value)
 
void SetRuleSetArn (const char *value)
 
MatchmakingConfigurationWithRuleSetArn (const Aws::String &value)
 
MatchmakingConfigurationWithRuleSetArn (Aws::String &&value)
 
MatchmakingConfigurationWithRuleSetArn (const char *value)
 
const Aws::StringGetNotificationTarget () const
 
bool NotificationTargetHasBeenSet () const
 
void SetNotificationTarget (const Aws::String &value)
 
void SetNotificationTarget (Aws::String &&value)
 
void SetNotificationTarget (const char *value)
 
MatchmakingConfigurationWithNotificationTarget (const Aws::String &value)
 
MatchmakingConfigurationWithNotificationTarget (Aws::String &&value)
 
MatchmakingConfigurationWithNotificationTarget (const char *value)
 
int GetAdditionalPlayerCount () const
 
bool AdditionalPlayerCountHasBeenSet () const
 
void SetAdditionalPlayerCount (int value)
 
MatchmakingConfigurationWithAdditionalPlayerCount (int value)
 
const Aws::StringGetCustomEventData () const
 
bool CustomEventDataHasBeenSet () const
 
void SetCustomEventData (const Aws::String &value)
 
void SetCustomEventData (Aws::String &&value)
 
void SetCustomEventData (const char *value)
 
MatchmakingConfigurationWithCustomEventData (const Aws::String &value)
 
MatchmakingConfigurationWithCustomEventData (Aws::String &&value)
 
MatchmakingConfigurationWithCustomEventData (const char *value)
 
const Aws::Utils::DateTimeGetCreationTime () const
 
bool CreationTimeHasBeenSet () const
 
void SetCreationTime (const Aws::Utils::DateTime &value)
 
void SetCreationTime (Aws::Utils::DateTime &&value)
 
MatchmakingConfigurationWithCreationTime (const Aws::Utils::DateTime &value)
 
MatchmakingConfigurationWithCreationTime (Aws::Utils::DateTime &&value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
MatchmakingConfigurationWithGameProperties (const Aws::Vector< GameProperty > &value)
 
MatchmakingConfigurationWithGameProperties (Aws::Vector< GameProperty > &&value)
 
MatchmakingConfigurationAddGameProperties (const GameProperty &value)
 
MatchmakingConfigurationAddGameProperties (GameProperty &&value)
 
const Aws::StringGetGameSessionData () const
 
bool GameSessionDataHasBeenSet () const
 
void SetGameSessionData (const Aws::String &value)
 
void SetGameSessionData (Aws::String &&value)
 
void SetGameSessionData (const char *value)
 
MatchmakingConfigurationWithGameSessionData (const Aws::String &value)
 
MatchmakingConfigurationWithGameSessionData (Aws::String &&value)
 
MatchmakingConfigurationWithGameSessionData (const char *value)
 
const BackfillModeGetBackfillMode () const
 
bool BackfillModeHasBeenSet () const
 
void SetBackfillMode (const BackfillMode &value)
 
void SetBackfillMode (BackfillMode &&value)
 
MatchmakingConfigurationWithBackfillMode (const BackfillMode &value)
 
MatchmakingConfigurationWithBackfillMode (BackfillMode &&value)
 
const FlexMatchModeGetFlexMatchMode () const
 
bool FlexMatchModeHasBeenSet () const
 
void SetFlexMatchMode (const FlexMatchMode &value)
 
void SetFlexMatchMode (FlexMatchMode &&value)
 
MatchmakingConfigurationWithFlexMatchMode (const FlexMatchMode &value)
 
MatchmakingConfigurationWithFlexMatchMode (FlexMatchMode &&value)
 

Detailed Description

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

See Also:

AWS API Reference

Definition at line 38 of file MatchmakingConfiguration.h.

Constructor & Destructor Documentation

◆ MatchmakingConfiguration() [1/2]

Aws::GameLift::Model::MatchmakingConfiguration::MatchmakingConfiguration ( )

◆ MatchmakingConfiguration() [2/2]

Aws::GameLift::Model::MatchmakingConfiguration::MatchmakingConfiguration ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ AcceptanceRequiredHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::AcceptanceRequiredHasBeenSet ( ) const
inline

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.

Definition at line 388 of file MatchmakingConfiguration.h.

◆ AcceptanceTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::AcceptanceTimeoutSecondsHasBeenSet ( ) const
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 353 of file MatchmakingConfiguration.h.

◆ AddGameProperties() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameProperties ( const GameProperty value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 776 of file MatchmakingConfiguration.h.

◆ AddGameProperties() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameProperties ( GameProperty &&  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 787 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameSessionQueueArns ( Aws::String &&  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 296 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameSessionQueueArns ( const Aws::String value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 285 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameSessionQueueArns ( const char *  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 307 of file MatchmakingConfiguration.h.

◆ AdditionalPlayerCountHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::AdditionalPlayerCountHasBeenSet ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 588 of file MatchmakingConfiguration.h.

◆ BackfillModeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::BackfillModeHasBeenSet ( ) const
inline

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.

Definition at line 901 of file MatchmakingConfiguration.h.

◆ ConfigurationArnHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::ConfigurationArnHasBeenSet ( ) const
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 112 of file MatchmakingConfiguration.h.

◆ CreationTimeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::CreationTimeHasBeenSet ( ) const
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 670 of file MatchmakingConfiguration.h.

◆ CustomEventDataHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::CustomEventDataHasBeenSet ( ) const
inline

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

Definition at line 619 of file MatchmakingConfiguration.h.

◆ DescriptionHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::DescriptionHasBeenSet ( ) const
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 177 of file MatchmakingConfiguration.h.

◆ FlexMatchModeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::FlexMatchModeHasBeenSet ( ) const
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 974 of file MatchmakingConfiguration.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::GamePropertiesHasBeenSet ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 721 of file MatchmakingConfiguration.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::GameSessionDataHasBeenSet ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 810 of file MatchmakingConfiguration.h.

◆ GameSessionQueueArnsHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::GameSessionQueueArnsHasBeenSet ( ) const
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 230 of file MatchmakingConfiguration.h.

◆ GetAcceptanceRequired()

bool Aws::GameLift::Model::MatchmakingConfiguration::GetAcceptanceRequired ( ) const
inline

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.

Definition at line 379 of file MatchmakingConfiguration.h.

◆ GetAcceptanceTimeoutSeconds()

int Aws::GameLift::Model::MatchmakingConfiguration::GetAcceptanceTimeoutSeconds ( ) const
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 345 of file MatchmakingConfiguration.h.

◆ GetAdditionalPlayerCount()

int Aws::GameLift::Model::MatchmakingConfiguration::GetAdditionalPlayerCount ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 579 of file MatchmakingConfiguration.h.

◆ GetBackfillMode()

const BackfillMode& Aws::GameLift::Model::MatchmakingConfiguration::GetBackfillMode ( ) const
inline

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.

Definition at line 889 of file MatchmakingConfiguration.h.

◆ GetConfigurationArn()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetConfigurationArn ( ) const
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 103 of file MatchmakingConfiguration.h.

◆ GetCreationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::MatchmakingConfiguration::GetCreationTime ( ) const
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 663 of file MatchmakingConfiguration.h.

◆ GetCustomEventData()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetCustomEventData ( ) const
inline

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

Definition at line 613 of file MatchmakingConfiguration.h.

◆ GetDescription()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetDescription ( ) const
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 172 of file MatchmakingConfiguration.h.

◆ GetFlexMatchMode()

const FlexMatchMode& Aws::GameLift::Model::MatchmakingConfiguration::GetFlexMatchMode ( ) const
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 962 of file MatchmakingConfiguration.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::MatchmakingConfiguration::GetGameProperties ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 710 of file MatchmakingConfiguration.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetGameSessionData ( ) const
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 when FlexMatchMode is set to STANDALONE.

Definition at line 799 of file MatchmakingConfiguration.h.

◆ GetGameSessionQueueArns()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::MatchmakingConfiguration::GetGameSessionQueueArns ( ) const
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 219 of file MatchmakingConfiguration.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetName ( ) const
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 51 of file MatchmakingConfiguration.h.

◆ GetNotificationTarget()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetNotificationTarget ( ) const
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 534 of file MatchmakingConfiguration.h.

◆ GetRequestTimeoutSeconds()

int Aws::GameLift::Model::MatchmakingConfiguration::GetRequestTimeoutSeconds ( ) const
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 315 of file MatchmakingConfiguration.h.

◆ GetRuleSetArn()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetRuleSetArn ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 472 of file MatchmakingConfiguration.h.

◆ GetRuleSetName()

const Aws::String& Aws::GameLift::Model::MatchmakingConfiguration::GetRuleSetName ( ) const
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 414 of file MatchmakingConfiguration.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::GameLift::Model::MatchmakingConfiguration::Jsonize ( ) const

◆ NameHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::NameHasBeenSet ( ) const
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 57 of file MatchmakingConfiguration.h.

◆ NotificationTargetHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::NotificationTargetHasBeenSet ( ) const
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 539 of file MatchmakingConfiguration.h.

◆ operator=()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ RequestTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::RequestTimeoutSecondsHasBeenSet ( ) const
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 322 of file MatchmakingConfiguration.h.

◆ RuleSetArnHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::RuleSetArnHasBeenSet ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 480 of file MatchmakingConfiguration.h.

◆ RuleSetNameHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::RuleSetNameHasBeenSet ( ) const
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 421 of file MatchmakingConfiguration.h.

◆ SetAcceptanceRequired()

void Aws::GameLift::Model::MatchmakingConfiguration::SetAcceptanceRequired ( bool  value)
inline

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.

Definition at line 397 of file MatchmakingConfiguration.h.

◆ SetAcceptanceTimeoutSeconds()

void Aws::GameLift::Model::MatchmakingConfiguration::SetAcceptanceTimeoutSeconds ( int  value)
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 361 of file MatchmakingConfiguration.h.

◆ SetAdditionalPlayerCount()

void Aws::GameLift::Model::MatchmakingConfiguration::SetAdditionalPlayerCount ( int  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 597 of file MatchmakingConfiguration.h.

◆ SetBackfillMode() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetBackfillMode ( BackfillMode &&  value)
inline

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.

Definition at line 925 of file MatchmakingConfiguration.h.

◆ SetBackfillMode() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetBackfillMode ( const BackfillMode value)
inline

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.

Definition at line 913 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetConfigurationArn ( Aws::String &&  value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 130 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetConfigurationArn ( const Aws::String value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 121 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetConfigurationArn ( const char *  value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 139 of file MatchmakingConfiguration.h.

◆ SetCreationTime() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetCreationTime ( Aws::Utils::DateTime &&  value)
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 684 of file MatchmakingConfiguration.h.

◆ SetCreationTime() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetCreationTime ( const Aws::Utils::DateTime value)
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 677 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetCustomEventData ( Aws::String &&  value)
inline

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

Definition at line 631 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetCustomEventData ( const Aws::String value)
inline

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

Definition at line 625 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetCustomEventData ( const char *  value)
inline

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

Definition at line 637 of file MatchmakingConfiguration.h.

◆ SetDescription() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetDescription ( Aws::String &&  value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 187 of file MatchmakingConfiguration.h.

◆ SetDescription() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetDescription ( const Aws::String value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 182 of file MatchmakingConfiguration.h.

◆ SetDescription() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetDescription ( const char *  value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 192 of file MatchmakingConfiguration.h.

◆ SetFlexMatchMode() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetFlexMatchMode ( const FlexMatchMode value)
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 986 of file MatchmakingConfiguration.h.

◆ SetFlexMatchMode() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetFlexMatchMode ( FlexMatchMode &&  value)
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 998 of file MatchmakingConfiguration.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameProperties ( Aws::Vector< GameProperty > &&  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 743 of file MatchmakingConfiguration.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameProperties ( const Aws::Vector< GameProperty > &  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 732 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameSessionData ( Aws::String &&  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 832 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameSessionData ( const Aws::String value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 821 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameSessionData ( const char *  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 843 of file MatchmakingConfiguration.h.

◆ SetGameSessionQueueArns() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameSessionQueueArns ( Aws::Vector< Aws::String > &&  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 252 of file MatchmakingConfiguration.h.

◆ SetGameSessionQueueArns() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameSessionQueueArns ( const Aws::Vector< Aws::String > &  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 241 of file MatchmakingConfiguration.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetName ( Aws::String &&  value)
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 69 of file MatchmakingConfiguration.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetName ( const Aws::String value)
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 63 of file MatchmakingConfiguration.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetName ( const char *  value)
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 75 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetNotificationTarget ( Aws::String &&  value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 549 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetNotificationTarget ( const Aws::String value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 544 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetNotificationTarget ( const char *  value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 554 of file MatchmakingConfiguration.h.

◆ SetRequestTimeoutSeconds()

void Aws::GameLift::Model::MatchmakingConfiguration::SetRequestTimeoutSeconds ( int  value)
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 329 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 496 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 488 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 504 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetName ( Aws::String &&  value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 435 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetName ( const Aws::String value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 428 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::SetRuleSetName ( const char *  value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 442 of file MatchmakingConfiguration.h.

◆ WithAcceptanceRequired()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithAcceptanceRequired ( bool  value)
inline

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.

Definition at line 406 of file MatchmakingConfiguration.h.

◆ WithAcceptanceTimeoutSeconds()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithAcceptanceTimeoutSeconds ( int  value)
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 369 of file MatchmakingConfiguration.h.

◆ WithAdditionalPlayerCount()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithAdditionalPlayerCount ( int  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 606 of file MatchmakingConfiguration.h.

◆ WithBackfillMode() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithBackfillMode ( BackfillMode &&  value)
inline

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.

Definition at line 949 of file MatchmakingConfiguration.h.

◆ WithBackfillMode() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithBackfillMode ( const BackfillMode value)
inline

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.

Definition at line 937 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithConfigurationArn ( Aws::String &&  value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 157 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithConfigurationArn ( const Aws::String value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 148 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithConfigurationArn ( const char *  value)
inline

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 166 of file MatchmakingConfiguration.h.

◆ WithCreationTime() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithCreationTime ( Aws::Utils::DateTime &&  value)
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 698 of file MatchmakingConfiguration.h.

◆ WithCreationTime() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithCreationTime ( const Aws::Utils::DateTime value)
inline

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 691 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithCustomEventData ( Aws::String &&  value)
inline

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

Definition at line 649 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithCustomEventData ( const Aws::String value)
inline

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

Definition at line 643 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithCustomEventData ( const char *  value)
inline

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

Definition at line 655 of file MatchmakingConfiguration.h.

◆ WithDescription() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithDescription ( Aws::String &&  value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 202 of file MatchmakingConfiguration.h.

◆ WithDescription() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithDescription ( const Aws::String value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 197 of file MatchmakingConfiguration.h.

◆ WithDescription() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithDescription ( const char *  value)
inline

A descriptive label that is associated with matchmaking configuration.

Definition at line 207 of file MatchmakingConfiguration.h.

◆ WithFlexMatchMode() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithFlexMatchMode ( const FlexMatchMode value)
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 1010 of file MatchmakingConfiguration.h.

◆ WithFlexMatchMode() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithFlexMatchMode ( FlexMatchMode &&  value)
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 1022 of file MatchmakingConfiguration.h.

◆ WithGameProperties() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameProperties ( Aws::Vector< GameProperty > &&  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 765 of file MatchmakingConfiguration.h.

◆ WithGameProperties() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameProperties ( const Aws::Vector< GameProperty > &  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 754 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameSessionData ( Aws::String &&  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 865 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameSessionData ( const Aws::String value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 854 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameSessionData ( const char *  value)
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 when FlexMatchMode is set to STANDALONE.

Definition at line 876 of file MatchmakingConfiguration.h.

◆ WithGameSessionQueueArns() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameSessionQueueArns ( Aws::Vector< Aws::String > &&  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 274 of file MatchmakingConfiguration.h.

◆ WithGameSessionQueueArns() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameSessionQueueArns ( const Aws::Vector< Aws::String > &  value)
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. Thais property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 263 of file MatchmakingConfiguration.h.

◆ WithName() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithName ( Aws::String &&  value)
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 87 of file MatchmakingConfiguration.h.

◆ WithName() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithName ( const Aws::String value)
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 81 of file MatchmakingConfiguration.h.

◆ WithName() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithName ( const char *  value)
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 93 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithNotificationTarget ( Aws::String &&  value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 564 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithNotificationTarget ( const Aws::String value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 559 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithNotificationTarget ( const char *  value)
inline

An SNS topic ARN that is set up to receive matchmaking notifications.

Definition at line 569 of file MatchmakingConfiguration.h.

◆ WithRequestTimeoutSeconds()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRequestTimeoutSeconds ( int  value)
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 336 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 520 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 512 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Definition at line 528 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetName ( Aws::String &&  value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 456 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetName ( const Aws::String value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 449 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRuleSetName ( const char *  value)
inline

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 463 of file MatchmakingConfiguration.h.


The documentation for this class was generated from the following file: