AWS SDK for C++  1.8.51
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 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 28 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.

Definition at line 295 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 any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 266 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.

Definition at line 560 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.

Definition at line 570 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [1/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 202 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [2/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 212 of file CreateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [3/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 222 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, 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.

Definition at line 424 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 823 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 837 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.

Definition at line 676 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 453 of file CreateMatchmakingConfigurationRequest.h.

◆ DescriptionHasBeenSet()

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

A human-readable description of the matchmaking configuration.

Definition at line 101 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.

Definition at line 510 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.

Definition at line 591 of file CreateMatchmakingConfigurationRequest.h.

◆ GameSessionQueueArnsHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 152 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.

Definition at line 288 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 any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 259 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, 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.

Definition at line 416 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.

Definition at line 664 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 447 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 96 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.

Definition at line 500 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.

Definition at line 581 of file CreateMatchmakingConfigurationRequest.h.

◆ GetGameSessionQueueArns()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 142 of file CreateMatchmakingConfigurationRequest.h.

◆ GetName()

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

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

Definition at line 48 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.

Definition at line 372 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 230 of file CreateMatchmakingConfigurationRequest.h.

◆ GetRuleSetName()

const Aws::String& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 317 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 739 of file CreateMatchmakingConfigurationRequest.h.

◆ NameHasBeenSet()

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

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

Definition at line 54 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.

Definition at line 377 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 237 of file CreateMatchmakingConfigurationRequest.h.

◆ RuleSetNameHasBeenSet()

bool Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 324 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.

Definition at line 302 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 any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 273 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, 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.

Definition at line 432 of file CreateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [1/2]

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.

Definition at line 688 of file CreateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [2/2]

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.

Definition at line 700 of file CreateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [1/3]

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 459 of file CreateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [2/3]

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 465 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 471 of file CreateMatchmakingConfigurationRequest.h.

◆ SetDescription() [1/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 106 of file CreateMatchmakingConfigurationRequest.h.

◆ SetDescription() [2/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 111 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 116 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [1/2]

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.

Definition at line 520 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [2/2]

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.

Definition at line 530 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [1/3]

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.

Definition at line 601 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [2/3]

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.

Definition at line 611 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.

Definition at line 621 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [1/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 162 of file CreateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [2/2]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 172 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [1/3]

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

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

Definition at line 60 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [2/3]

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

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

Definition at line 66 of file CreateMatchmakingConfigurationRequest.h.

◆ SetName() [3/3]

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

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

Definition at line 72 of file CreateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [1/3]

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

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

Definition at line 382 of file CreateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [2/3]

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

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

Definition at line 387 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.

Definition at line 392 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 244 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [1/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 331 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [2/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 338 of file CreateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [3/3]

void Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 345 of file CreateMatchmakingConfigurationRequest.h.

◆ SetTags() [1/2]

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 767 of file CreateMatchmakingConfigurationRequest.h.

◆ SetTags() [2/2]

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 781 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 753 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.

Definition at line 309 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 any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 280 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, 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.

Definition at line 440 of file CreateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [1/2]

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.

Definition at line 712 of file CreateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [2/2]

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.

Definition at line 724 of file CreateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [1/3]

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 477 of file CreateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [2/3]

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 483 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 489 of file CreateMatchmakingConfigurationRequest.h.

◆ WithDescription() [1/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 121 of file CreateMatchmakingConfigurationRequest.h.

◆ WithDescription() [2/3]

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

A human-readable description of the matchmaking configuration.

Definition at line 126 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 131 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [1/2]

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.

Definition at line 540 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [2/2]

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.

Definition at line 550 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [1/3]

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.

Definition at line 631 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [2/3]

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.

Definition at line 641 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.

Definition at line 651 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [1/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 182 of file CreateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [2/2]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Definition at line 192 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [1/3]

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

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

Definition at line 78 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [2/3]

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

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

Definition at line 84 of file CreateMatchmakingConfigurationRequest.h.

◆ WithName() [3/3]

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

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

Definition at line 90 of file CreateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [1/3]

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

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

Definition at line 397 of file CreateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [2/3]

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

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

Definition at line 402 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.

Definition at line 407 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 251 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [1/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 352 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [2/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 359 of file CreateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [3/3]

CreateMatchmakingConfigurationRequest& Aws::GameLift::Model::CreateMatchmakingConfigurationRequest::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 366 of file CreateMatchmakingConfigurationRequest.h.

◆ WithTags() [1/2]

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 795 of file CreateMatchmakingConfigurationRequest.h.

◆ WithTags() [2/2]

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 809 of file CreateMatchmakingConfigurationRequest.h.


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