AWS SDK for C++  1.9.159
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::CreateMatchmakingConfigurationRequest Class Reference

#include <CreateMatchmakingConfigurationRequest.h>

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

Public Member Functions

 CreateMatchmakingConfigurationRequest ()
 
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)
 
CreateMatchmakingConfigurationRequestWithName (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithName (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithName (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)
 
CreateMatchmakingConfigurationRequestWithDescription (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithDescription (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithDescription (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)
 
CreateMatchmakingConfigurationRequestWithGameSessionQueueArns (const Aws::Vector< Aws::String > &value)
 
CreateMatchmakingConfigurationRequestWithGameSessionQueueArns (Aws::Vector< Aws::String > &&value)
 
CreateMatchmakingConfigurationRequestAddGameSessionQueueArns (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestAddGameSessionQueueArns (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestAddGameSessionQueueArns (const char *value)
 
int GetRequestTimeoutSeconds () const
 
bool RequestTimeoutSecondsHasBeenSet () const
 
void SetRequestTimeoutSeconds (int value)
 
CreateMatchmakingConfigurationRequestWithRequestTimeoutSeconds (int value)
 
int GetAcceptanceTimeoutSeconds () const
 
bool AcceptanceTimeoutSecondsHasBeenSet () const
 
void SetAcceptanceTimeoutSeconds (int value)
 
CreateMatchmakingConfigurationRequestWithAcceptanceTimeoutSeconds (int value)
 
bool GetAcceptanceRequired () const
 
bool AcceptanceRequiredHasBeenSet () const
 
void SetAcceptanceRequired (bool value)
 
CreateMatchmakingConfigurationRequestWithAcceptanceRequired (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)
 
CreateMatchmakingConfigurationRequestWithRuleSetName (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithRuleSetName (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithRuleSetName (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)
 
CreateMatchmakingConfigurationRequestWithNotificationTarget (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithNotificationTarget (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithNotificationTarget (const char *value)
 
int GetAdditionalPlayerCount () const
 
bool AdditionalPlayerCountHasBeenSet () const
 
void SetAdditionalPlayerCount (int value)
 
CreateMatchmakingConfigurationRequestWithAdditionalPlayerCount (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)
 
CreateMatchmakingConfigurationRequestWithCustomEventData (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithCustomEventData (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithCustomEventData (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)
 
CreateMatchmakingConfigurationRequestWithGameProperties (const Aws::Vector< GameProperty > &value)
 
CreateMatchmakingConfigurationRequestWithGameProperties (Aws::Vector< GameProperty > &&value)
 
CreateMatchmakingConfigurationRequestAddGameProperties (const GameProperty &value)
 
CreateMatchmakingConfigurationRequestAddGameProperties (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)
 
CreateMatchmakingConfigurationRequestWithGameSessionData (const Aws::String &value)
 
CreateMatchmakingConfigurationRequestWithGameSessionData (Aws::String &&value)
 
CreateMatchmakingConfigurationRequestWithGameSessionData (const char *value)
 
const BackfillModeGetBackfillMode () const
 
bool BackfillModeHasBeenSet () const
 
void SetBackfillMode (const BackfillMode &value)
 
void SetBackfillMode (BackfillMode &&value)
 
CreateMatchmakingConfigurationRequestWithBackfillMode (const BackfillMode &value)
 
CreateMatchmakingConfigurationRequestWithBackfillMode (BackfillMode &&value)
 
const FlexMatchModeGetFlexMatchMode () const
 
bool FlexMatchModeHasBeenSet () const
 
void SetFlexMatchMode (const FlexMatchMode &value)
 
void SetFlexMatchMode (FlexMatchMode &&value)
 
CreateMatchmakingConfigurationRequestWithFlexMatchMode (const FlexMatchMode &value)
 
CreateMatchmakingConfigurationRequestWithFlexMatchMode (FlexMatchMode &&value)
 
const Aws::Vector< Tag > & GetTags () const
 
bool TagsHasBeenSet () const
 
void SetTags (const Aws::Vector< Tag > &value)
 
void SetTags (Aws::Vector< Tag > &&value)
 
CreateMatchmakingConfigurationRequestWithTags (const Aws::Vector< Tag > &value)
 
CreateMatchmakingConfigurationRequestWithTags (Aws::Vector< Tag > &&value)
 
CreateMatchmakingConfigurationRequestAddTags (const Tag &value)
 
CreateMatchmakingConfigurationRequestAddTags (Tag &&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 29 of file CreateMatchmakingConfigurationRequest.h.

Constructor & Destructor Documentation

◆ CreateMatchmakingConfigurationRequest()

Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::CreateMatchmakingConfigurationRequest ( )

Member Function Documentation

◆ AcceptanceRequiredHasBeenSet()

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

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

Definition at line 323 of file CreateMatchmakingConfigurationRequest.h.

◆ AcceptanceTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AcceptanceTimeoutSecondsHasBeenSet ( ) const
inline

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

Definition at line 292 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 619 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 630 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [1/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AddGameSessionQueueArns ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 237 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [2/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AddGameSessionQueueArns ( const Aws::String value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 224 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [3/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AddGameSessionQueueArns ( const char *  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 250 of file CreateMatchmakingConfigurationRequest.h.

◆ AdditionalPlayerCountHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AdditionalPlayerCountHasBeenSet ( ) const
inline

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

Definition at line 474 of file CreateMatchmakingConfigurationRequest.h.

◆ AddTags() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AddTags ( const Tag value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 970 of file CreateMatchmakingConfigurationRequest.h.

◆ AddTags() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::AddTags ( Tag &&  value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 984 of file CreateMatchmakingConfigurationRequest.h.

◆ BackfillModeHasBeenSet()

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 746 of file CreateMatchmakingConfigurationRequest.h.

◆ CustomEventDataHasBeenSet()

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 505 of file CreateMatchmakingConfigurationRequest.h.

◆ DescriptionHasBeenSet()

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

A human-readable description of the matchmaking configuration.

Definition at line 102 of file CreateMatchmakingConfigurationRequest.h.

◆ FlexMatchModeHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 823 of file CreateMatchmakingConfigurationRequest.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 564 of file CreateMatchmakingConfigurationRequest.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 653 of file CreateMatchmakingConfigurationRequest.h.

◆ GameSessionQueueArnsHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::GameSessionQueueArnsHasBeenSet ( ) const
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 159 of file CreateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceRequired()

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

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

Definition at line 314 of file CreateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceTimeoutSeconds()

int Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::GetAcceptanceTimeoutSeconds ( ) const
inline

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

Definition at line 286 of file CreateMatchmakingConfigurationRequest.h.

◆ GetAdditionalPlayerCount()

int Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::GetAdditionalPlayerCount ( ) const
inline

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

Definition at line 465 of file CreateMatchmakingConfigurationRequest.h.

◆ GetBackfillMode()

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 733 of file CreateMatchmakingConfigurationRequest.h.

◆ GetCustomEventData()

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 499 of file CreateMatchmakingConfigurationRequest.h.

◆ GetDescription()

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

A human-readable description of the matchmaking configuration.

Definition at line 97 of file CreateMatchmakingConfigurationRequest.h.

◆ GetFlexMatchMode()

const FlexMatchMode& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 811 of file CreateMatchmakingConfigurationRequest.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 553 of file CreateMatchmakingConfigurationRequest.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 642 of file CreateMatchmakingConfigurationRequest.h.

◆ GetGameSessionQueueArns()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::GetGameSessionQueueArns ( ) const
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 146 of file CreateMatchmakingConfigurationRequest.h.

◆ GetName()

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 49 of file CreateMatchmakingConfigurationRequest.h.

◆ GetNotificationTarget()

const Aws::String& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 406 of file CreateMatchmakingConfigurationRequest.h.

◆ GetRequestSpecificHeaders()

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

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetRequestTimeoutSeconds()

int Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 258 of file CreateMatchmakingConfigurationRequest.h.

◆ GetRuleSetName()

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 349 of file CreateMatchmakingConfigurationRequest.h.

◆ GetServiceRequestName()

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

◆ GetTags()

const Aws::Vector<Tag>& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::GetTags ( ) const
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 886 of file CreateMatchmakingConfigurationRequest.h.

◆ NameHasBeenSet()

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 55 of file CreateMatchmakingConfigurationRequest.h.

◆ NotificationTargetHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 413 of file CreateMatchmakingConfigurationRequest.h.

◆ RequestTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 265 of file CreateMatchmakingConfigurationRequest.h.

◆ RuleSetNameHasBeenSet()

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 356 of file CreateMatchmakingConfigurationRequest.h.

◆ SerializePayload()

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

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetAcceptanceRequired()

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

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

Definition at line 332 of file CreateMatchmakingConfigurationRequest.h.

◆ SetAcceptanceTimeoutSeconds()

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetAcceptanceTimeoutSeconds ( int  value)
inline

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

Definition at line 298 of file CreateMatchmakingConfigurationRequest.h.

◆ SetAdditionalPlayerCount()

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetAdditionalPlayerCount ( int  value)
inline

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

Definition at line 483 of file CreateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [1/2]

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 772 of file CreateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [2/2]

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 759 of file CreateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [1/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 517 of file CreateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [2/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 511 of file CreateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [3/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 523 of file CreateMatchmakingConfigurationRequest.h.

◆ SetDescription() [1/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 112 of file CreateMatchmakingConfigurationRequest.h.

◆ SetDescription() [2/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 107 of file CreateMatchmakingConfigurationRequest.h.

◆ SetDescription() [3/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 117 of file CreateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [1/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 835 of file CreateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [2/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 847 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 586 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 575 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 675 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 664 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 686 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [1/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetGameSessionQueueArns ( Aws::Vector< Aws::String > &&  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 185 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [2/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetGameSessionQueueArns ( const Aws::Vector< Aws::String > &  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 172 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [1/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 67 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [2/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 61 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [3/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 73 of file CreateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [1/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 427 of file CreateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [2/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 420 of file CreateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [3/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 434 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRequestTimeoutSeconds()

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 272 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [1/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 370 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [2/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 363 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [3/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 377 of file CreateMatchmakingConfigurationRequest.h.

◆ SetTags() [1/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 928 of file CreateMatchmakingConfigurationRequest.h.

◆ SetTags() [2/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::SetTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 914 of file CreateMatchmakingConfigurationRequest.h.

◆ TagsHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::TagsHasBeenSet ( ) const
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 900 of file CreateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceRequired()

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

A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

Definition at line 341 of file CreateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceTimeoutSeconds()

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithAcceptanceTimeoutSeconds ( int  value)
inline

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

Definition at line 304 of file CreateMatchmakingConfigurationRequest.h.

◆ WithAdditionalPlayerCount()

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithAdditionalPlayerCount ( int  value)
inline

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

Definition at line 492 of file CreateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [1/2]

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 798 of file CreateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [2/2]

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

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 785 of file CreateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [1/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 535 of file CreateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [2/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 529 of file CreateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [3/3]

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

Information to be added to all events related to this matchmaking configuration.

Definition at line 541 of file CreateMatchmakingConfigurationRequest.h.

◆ WithDescription() [1/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 127 of file CreateMatchmakingConfigurationRequest.h.

◆ WithDescription() [2/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 122 of file CreateMatchmakingConfigurationRequest.h.

◆ WithDescription() [3/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 132 of file CreateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 859 of file CreateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 871 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 608 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 597 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [1/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 708 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [2/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 697 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [3/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 719 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithGameSessionQueueArns ( Aws::Vector< Aws::String > &&  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 211 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithGameSessionQueueArns ( const Aws::Vector< Aws::String > &  value)
inline

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Definition at line 198 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [1/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 85 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [2/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 79 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [3/3]

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

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Definition at line 91 of file CreateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [1/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 448 of file CreateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [2/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 441 of file CreateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [3/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 455 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRequestTimeoutSeconds()

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 279 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [1/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 391 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [2/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 384 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [3/3]

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

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

Definition at line 398 of file CreateMatchmakingConfigurationRequest.h.

◆ WithTags() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 956 of file CreateMatchmakingConfigurationRequest.h.

◆ WithTags() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::WithTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 942 of file CreateMatchmakingConfigurationRequest.h.


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