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

#include <UpdateMatchmakingConfigurationRequest.h>

+ Inheritance diagram for Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest:

Public Member Functions

 UpdateMatchmakingConfigurationRequest ()
 
virtual const char * GetServiceRequestName () const override
 
Aws::String SerializePayload () const override
 
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders () const override
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
UpdateMatchmakingConfigurationRequestWithName (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithName (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithName (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)
 
UpdateMatchmakingConfigurationRequestWithDescription (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithDescription (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithDescription (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)
 
UpdateMatchmakingConfigurationRequestWithGameSessionQueueArns (const Aws::Vector< Aws::String > &value)
 
UpdateMatchmakingConfigurationRequestWithGameSessionQueueArns (Aws::Vector< Aws::String > &&value)
 
UpdateMatchmakingConfigurationRequestAddGameSessionQueueArns (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestAddGameSessionQueueArns (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestAddGameSessionQueueArns (const char *value)
 
int GetRequestTimeoutSeconds () const
 
bool RequestTimeoutSecondsHasBeenSet () const
 
void SetRequestTimeoutSeconds (int value)
 
UpdateMatchmakingConfigurationRequestWithRequestTimeoutSeconds (int value)
 
int GetAcceptanceTimeoutSeconds () const
 
bool AcceptanceTimeoutSecondsHasBeenSet () const
 
void SetAcceptanceTimeoutSeconds (int value)
 
UpdateMatchmakingConfigurationRequestWithAcceptanceTimeoutSeconds (int value)
 
bool GetAcceptanceRequired () const
 
bool AcceptanceRequiredHasBeenSet () const
 
void SetAcceptanceRequired (bool value)
 
UpdateMatchmakingConfigurationRequestWithAcceptanceRequired (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)
 
UpdateMatchmakingConfigurationRequestWithRuleSetName (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithRuleSetName (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithRuleSetName (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)
 
UpdateMatchmakingConfigurationRequestWithNotificationTarget (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithNotificationTarget (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithNotificationTarget (const char *value)
 
int GetAdditionalPlayerCount () const
 
bool AdditionalPlayerCountHasBeenSet () const
 
void SetAdditionalPlayerCount (int value)
 
UpdateMatchmakingConfigurationRequestWithAdditionalPlayerCount (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)
 
UpdateMatchmakingConfigurationRequestWithCustomEventData (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithCustomEventData (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithCustomEventData (const char *value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
UpdateMatchmakingConfigurationRequestWithGameProperties (const Aws::Vector< GameProperty > &value)
 
UpdateMatchmakingConfigurationRequestWithGameProperties (Aws::Vector< GameProperty > &&value)
 
UpdateMatchmakingConfigurationRequestAddGameProperties (const GameProperty &value)
 
UpdateMatchmakingConfigurationRequestAddGameProperties (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)
 
UpdateMatchmakingConfigurationRequestWithGameSessionData (const Aws::String &value)
 
UpdateMatchmakingConfigurationRequestWithGameSessionData (Aws::String &&value)
 
UpdateMatchmakingConfigurationRequestWithGameSessionData (const char *value)
 
const BackfillModeGetBackfillMode () const
 
bool BackfillModeHasBeenSet () const
 
void SetBackfillMode (const BackfillMode &value)
 
void SetBackfillMode (BackfillMode &&value)
 
UpdateMatchmakingConfigurationRequestWithBackfillMode (const BackfillMode &value)
 
UpdateMatchmakingConfigurationRequestWithBackfillMode (BackfillMode &&value)
 
const FlexMatchModeGetFlexMatchMode () const
 
bool FlexMatchModeHasBeenSet () const
 
void SetFlexMatchMode (const FlexMatchMode &value)
 
void SetFlexMatchMode (FlexMatchMode &&value)
 
UpdateMatchmakingConfigurationRequestWithFlexMatchMode (const FlexMatchMode &value)
 
UpdateMatchmakingConfigurationRequestWithFlexMatchMode (FlexMatchMode &&value)
 
- Public Member Functions inherited from Aws::GameLift::GameLiftRequest
virtual ~GameLiftRequest ()
 
void AddParametersToRequest (Aws::Http::HttpRequest &httpRequest) const
 
Aws::Http::HeaderValueCollection GetHeaders () const override
 
- Public Member Functions inherited from Aws::AmazonSerializableWebServiceRequest
 AmazonSerializableWebServiceRequest ()
 
virtual ~AmazonSerializableWebServiceRequest ()
 
std::shared_ptr< Aws::IOStreamGetBody () const override
 
- Public Member Functions inherited from Aws::AmazonWebServiceRequest
 AmazonWebServiceRequest ()
 
virtual ~AmazonWebServiceRequest ()=default
 
virtual void AddQueryStringParameters (Aws::Http::URI &uri) const
 
virtual void PutToPresignedUrl (Aws::Http::URI &uri) const
 
virtual bool IsStreaming () const
 
virtual bool IsEventStreamRequest () const
 
virtual bool SignBody () const
 
virtual bool IsChunked () const
 
virtual void SetRequestSignedHandler (const RequestSignedHandler &handler)
 
virtual const RequestSignedHandlerGetRequestSignedHandler () const
 
const Aws::IOStreamFactoryGetResponseStreamFactory () const
 
void SetResponseStreamFactory (const Aws::IOStreamFactory &factory)
 
virtual void SetDataReceivedEventHandler (const Aws::Http::DataReceivedEventHandler &dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (const Aws::Http::DataSentEventHandler &dataSentEventHandler)
 
virtual void SetContinueRequestHandler (const Aws::Http::ContinueRequestHandler &continueRequestHandler)
 
virtual void SetDataReceivedEventHandler (Aws::Http::DataReceivedEventHandler &&dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (Aws::Http::DataSentEventHandler &&dataSentEventHandler)
 
virtual void SetContinueRequestHandler (Aws::Http::ContinueRequestHandler &&continueRequestHandler)
 
virtual void SetRequestRetryHandler (const RequestRetryHandler &handler)
 
virtual void SetRequestRetryHandler (RequestRetryHandler &&handler)
 
virtual const Aws::Http::DataReceivedEventHandlerGetDataReceivedEventHandler () const
 
virtual const Aws::Http::DataSentEventHandlerGetDataSentEventHandler () const
 
virtual const Aws::Http::ContinueRequestHandlerGetContinueRequestHandler () const
 
virtual const RequestRetryHandlerGetRequestRetryHandler () const
 
virtual bool ShouldComputeContentMd5 () const
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::AmazonWebServiceRequest
virtual void DumpBodyToUrl (Aws::Http::URI &uri) const
 

Detailed Description

Represents the input for a request operation.

See Also:

AWS API Reference

Definition at line 28 of file UpdateMatchmakingConfigurationRequest.h.

Constructor & Destructor Documentation

◆ UpdateMatchmakingConfigurationRequest()

Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::UpdateMatchmakingConfigurationRequest ( )

Member Function Documentation

◆ AcceptanceRequiredHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. 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 321 of file UpdateMatchmakingConfigurationRequest.h.

◆ AcceptanceTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 286 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [1/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 617 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [2/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 628 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [1/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 228 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [2/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 216 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [3/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 240 of file UpdateMatchmakingConfigurationRequest.h.

◆ AdditionalPlayerCountHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 472 of file UpdateMatchmakingConfigurationRequest.h.

◆ BackfillModeHasBeenSet()

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 744 of file UpdateMatchmakingConfigurationRequest.h.

◆ CustomEventDataHasBeenSet()

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

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

Definition at line 503 of file UpdateMatchmakingConfigurationRequest.h.

◆ DescriptionHasBeenSet()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 101 of file UpdateMatchmakingConfigurationRequest.h.

◆ FlexMatchModeHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 821 of file UpdateMatchmakingConfigurationRequest.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 562 of file UpdateMatchmakingConfigurationRequest.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 651 of file UpdateMatchmakingConfigurationRequest.h.

◆ GameSessionQueueArnsHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 156 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceRequired()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. 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 312 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceTimeoutSeconds()

int Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 278 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAdditionalPlayerCount()

int Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 463 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetBackfillMode()

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 731 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetCustomEventData()

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

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

Definition at line 497 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetDescription()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 96 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetFlexMatchMode()

const FlexMatchMode& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 809 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 551 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 640 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameSessionQueueArns()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 144 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::GetName ( ) const
inline

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

Definition at line 48 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetNotificationTarget()

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 404 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetRequestSpecificHeaders()

Aws::Http::HeaderValueCollection Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::GetRequestSpecificHeaders ( ) const
overridevirtual

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetRequestTimeoutSeconds()

int Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 248 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetRuleSetName()

const Aws::String& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::GetRuleSetName ( ) const
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 347 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetServiceRequestName()

virtual const char* Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::GetServiceRequestName ( ) const
inlineoverridevirtual

◆ NameHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::NameHasBeenSet ( ) const
inline

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

Definition at line 54 of file UpdateMatchmakingConfigurationRequest.h.

◆ NotificationTargetHasBeenSet()

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 411 of file UpdateMatchmakingConfigurationRequest.h.

◆ RequestTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 255 of file UpdateMatchmakingConfigurationRequest.h.

◆ RuleSetNameHasBeenSet()

bool Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::RuleSetNameHasBeenSet ( ) const
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 354 of file UpdateMatchmakingConfigurationRequest.h.

◆ SerializePayload()

Aws::String Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SerializePayload ( ) const
overridevirtual

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetAcceptanceRequired()

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. 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 330 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetAcceptanceTimeoutSeconds()

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 294 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetAdditionalPlayerCount()

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 481 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [1/2]

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 770 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [2/2]

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 757 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [1/3]

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

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

Definition at line 515 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [2/3]

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

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

Definition at line 509 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [3/3]

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

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

Definition at line 521 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 111 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 106 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 116 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [1/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 833 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [2/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 845 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 584 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 573 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 673 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 662 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 684 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [1/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 180 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [2/2]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 168 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetName ( Aws::String &&  value)
inline

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

Definition at line 66 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetName ( const Aws::String value)
inline

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

Definition at line 60 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetName ( const char *  value)
inline

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

Definition at line 72 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [1/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 425 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [2/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 418 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [3/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 432 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRequestTimeoutSeconds()

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 262 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [1/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetRuleSetName ( Aws::String &&  value)
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 368 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [2/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetRuleSetName ( const Aws::String value)
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 361 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [3/3]

void Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::SetRuleSetName ( const char *  value)
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 375 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceRequired()

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. 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 339 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceTimeoutSeconds()

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 302 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAdditionalPlayerCount()

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 490 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [1/2]

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 796 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [2/2]

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

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a 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 783 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [1/3]

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

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

Definition at line 533 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [2/3]

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

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

Definition at line 527 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [3/3]

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

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

Definition at line 539 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 126 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 121 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 131 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [1/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 857 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [2/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 869 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [1/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 606 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [2/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 595 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [1/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 706 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [2/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 695 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [3/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 if FlexMatchMode is set to STANDALONE.

Definition at line 717 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [1/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 204 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [2/2]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 192 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [1/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithName ( Aws::String &&  value)
inline

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

Definition at line 84 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [2/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithName ( const Aws::String value)
inline

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

Definition at line 78 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [3/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithName ( const char *  value)
inline

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

Definition at line 90 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [1/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 446 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [2/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 439 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [3/3]

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

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

Definition at line 453 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRequestTimeoutSeconds()

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::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 269 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [1/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithRuleSetName ( Aws::String &&  value)
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 389 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [2/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithRuleSetName ( const Aws::String value)
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 382 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [3/3]

UpdateMatchmakingConfigurationRequest& Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest::WithRuleSetName ( const char *  value)
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 396 of file UpdateMatchmakingConfigurationRequest.h.


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