AWS SDK for C++  1.9.107
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::MatchmakingConfiguration Class Reference

#include <MatchmakingConfiguration.h>

Public Member Functions

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

Detailed Description

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

See Also:

AWS API Reference

Definition at line 38 of file MatchmakingConfiguration.h.

Constructor & Destructor Documentation

◆ MatchmakingConfiguration() [1/2]

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

◆ MatchmakingConfiguration() [2/2]

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

Member Function Documentation

◆ AcceptanceRequiredHasBeenSet()

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

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

Definition at line 422 of file MatchmakingConfiguration.h.

◆ AcceptanceTimeoutSecondsHasBeenSet()

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

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 387 of file MatchmakingConfiguration.h.

◆ AddGameProperties() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameProperties ( const GameProperty value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 810 of file MatchmakingConfiguration.h.

◆ AddGameProperties() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::AddGameProperties ( GameProperty &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 821 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 328 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 315 of file MatchmakingConfiguration.h.

◆ AddGameSessionQueueArns() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 341 of file MatchmakingConfiguration.h.

◆ AdditionalPlayerCountHasBeenSet()

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

The number of player slots in a match to keep open for future players. For example, 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 when FlexMatchMode is set to STANDALONE.

Definition at line 622 of file MatchmakingConfiguration.h.

◆ BackfillModeHasBeenSet()

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 935 of file MatchmakingConfiguration.h.

◆ ConfigurationArnHasBeenSet()

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 116 of file MatchmakingConfiguration.h.

◆ CreationTimeHasBeenSet()

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

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

Definition at line 704 of file MatchmakingConfiguration.h.

◆ CustomEventDataHasBeenSet()

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

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

Definition at line 653 of file MatchmakingConfiguration.h.

◆ DescriptionHasBeenSet()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 193 of file MatchmakingConfiguration.h.

◆ FlexMatchModeHasBeenSet()

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

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 1008 of file MatchmakingConfiguration.h.

◆ GamePropertiesHasBeenSet()

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

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 755 of file MatchmakingConfiguration.h.

◆ GameSessionDataHasBeenSet()

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 844 of file MatchmakingConfiguration.h.

◆ GameSessionQueueArnsHasBeenSet()

bool Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 250 of file MatchmakingConfiguration.h.

◆ GetAcceptanceRequired()

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

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

Definition at line 413 of file MatchmakingConfiguration.h.

◆ GetAcceptanceTimeoutSeconds()

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

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 379 of file MatchmakingConfiguration.h.

◆ GetAdditionalPlayerCount()

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

The number of player slots in a match to keep open for future players. For example, 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 when FlexMatchMode is set to STANDALONE.

Definition at line 613 of file MatchmakingConfiguration.h.

◆ GetBackfillMode()

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 923 of file MatchmakingConfiguration.h.

◆ GetConfigurationArn()

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 105 of file MatchmakingConfiguration.h.

◆ GetCreationTime()

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

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

Definition at line 697 of file MatchmakingConfiguration.h.

◆ GetCustomEventData()

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

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

Definition at line 647 of file MatchmakingConfiguration.h.

◆ GetDescription()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 188 of file MatchmakingConfiguration.h.

◆ GetFlexMatchMode()

const FlexMatchMode& Aws::GameLift::Model::MatchmakingConfiguration::GetFlexMatchMode ( ) const
inline

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 996 of file MatchmakingConfiguration.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::MatchmakingConfiguration::GetGameProperties ( ) const
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 744 of file MatchmakingConfiguration.h.

◆ GetGameSessionData()

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 833 of file MatchmakingConfiguration.h.

◆ GetGameSessionQueueArns()

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

Definition at line 237 of file MatchmakingConfiguration.h.

◆ GetName()

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

◆ GetNotificationTarget()

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

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

Definition at line 568 of file MatchmakingConfiguration.h.

◆ GetRequestTimeoutSeconds()

int Aws::GameLift::Model::MatchmakingConfiguration::GetRequestTimeoutSeconds ( ) const
inline

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

Definition at line 349 of file MatchmakingConfiguration.h.

◆ GetRuleSetArn()

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

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

Definition at line 506 of file MatchmakingConfiguration.h.

◆ GetRuleSetName()

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

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

Definition at line 448 of file MatchmakingConfiguration.h.

◆ Jsonize()

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

◆ NameHasBeenSet()

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

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

Definition at line 57 of file MatchmakingConfiguration.h.

◆ NotificationTargetHasBeenSet()

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

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

Definition at line 573 of file MatchmakingConfiguration.h.

◆ operator=()

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

◆ RequestTimeoutSecondsHasBeenSet()

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

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

Definition at line 356 of file MatchmakingConfiguration.h.

◆ RuleSetArnHasBeenSet()

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

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

Definition at line 514 of file MatchmakingConfiguration.h.

◆ RuleSetNameHasBeenSet()

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

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

Definition at line 455 of file MatchmakingConfiguration.h.

◆ SetAcceptanceRequired()

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

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

Definition at line 431 of file MatchmakingConfiguration.h.

◆ SetAcceptanceTimeoutSeconds()

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

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 395 of file MatchmakingConfiguration.h.

◆ SetAdditionalPlayerCount()

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

The number of player slots in a match to keep open for future players. For example, 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 when FlexMatchMode is set to STANDALONE.

Definition at line 631 of file MatchmakingConfiguration.h.

◆ SetBackfillMode() [1/2]

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 959 of file MatchmakingConfiguration.h.

◆ SetBackfillMode() [2/2]

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 947 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [1/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 138 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [2/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 127 of file MatchmakingConfiguration.h.

◆ SetConfigurationArn() [3/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 149 of file MatchmakingConfiguration.h.

◆ SetCreationTime() [1/2]

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

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

Definition at line 718 of file MatchmakingConfiguration.h.

◆ SetCreationTime() [2/2]

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

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

Definition at line 711 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [1/3]

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

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

Definition at line 665 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [2/3]

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

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

Definition at line 659 of file MatchmakingConfiguration.h.

◆ SetCustomEventData() [3/3]

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

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

Definition at line 671 of file MatchmakingConfiguration.h.

◆ SetDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 203 of file MatchmakingConfiguration.h.

◆ SetDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 198 of file MatchmakingConfiguration.h.

◆ SetDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 208 of file MatchmakingConfiguration.h.

◆ SetFlexMatchMode() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetFlexMatchMode ( const FlexMatchMode value)
inline

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 1020 of file MatchmakingConfiguration.h.

◆ SetFlexMatchMode() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetFlexMatchMode ( FlexMatchMode &&  value)
inline

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 1032 of file MatchmakingConfiguration.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 777 of file MatchmakingConfiguration.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::SetGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 766 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [1/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 866 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [2/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 855 of file MatchmakingConfiguration.h.

◆ SetGameSessionData() [3/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 877 of file MatchmakingConfiguration.h.

◆ SetGameSessionQueueArns() [1/2]

void Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 276 of file MatchmakingConfiguration.h.

◆ SetGameSessionQueueArns() [2/2]

void Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 263 of file MatchmakingConfiguration.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::MatchmakingConfiguration::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 69 of file MatchmakingConfiguration.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::MatchmakingConfiguration::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 63 of file MatchmakingConfiguration.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::MatchmakingConfiguration::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 75 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [1/3]

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

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

Definition at line 583 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [2/3]

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

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

Definition at line 578 of file MatchmakingConfiguration.h.

◆ SetNotificationTarget() [3/3]

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

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

Definition at line 588 of file MatchmakingConfiguration.h.

◆ SetRequestTimeoutSeconds()

void Aws::GameLift::Model::MatchmakingConfiguration::SetRequestTimeoutSeconds ( int  value)
inline

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

Definition at line 363 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [1/3]

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

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

Definition at line 530 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [2/3]

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

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

Definition at line 522 of file MatchmakingConfiguration.h.

◆ SetRuleSetArn() [3/3]

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

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

Definition at line 538 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [1/3]

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

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

Definition at line 469 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [2/3]

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

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

Definition at line 462 of file MatchmakingConfiguration.h.

◆ SetRuleSetName() [3/3]

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

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

Definition at line 476 of file MatchmakingConfiguration.h.

◆ WithAcceptanceRequired()

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

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

Definition at line 440 of file MatchmakingConfiguration.h.

◆ WithAcceptanceTimeoutSeconds()

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

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Definition at line 403 of file MatchmakingConfiguration.h.

◆ WithAdditionalPlayerCount()

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

The number of player slots in a match to keep open for future players. For example, 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 when FlexMatchMode is set to STANDALONE.

Definition at line 640 of file MatchmakingConfiguration.h.

◆ WithBackfillMode() [1/2]

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 983 of file MatchmakingConfiguration.h.

◆ WithBackfillMode() [2/2]

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

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

Definition at line 971 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [1/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 171 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [2/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 160 of file MatchmakingConfiguration.h.

◆ WithConfigurationArn() [3/3]

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

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

Definition at line 182 of file MatchmakingConfiguration.h.

◆ WithCreationTime() [1/2]

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

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

Definition at line 732 of file MatchmakingConfiguration.h.

◆ WithCreationTime() [2/2]

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

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

Definition at line 725 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [1/3]

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

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

Definition at line 683 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [2/3]

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

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

Definition at line 677 of file MatchmakingConfiguration.h.

◆ WithCustomEventData() [3/3]

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

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

Definition at line 689 of file MatchmakingConfiguration.h.

◆ WithDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 218 of file MatchmakingConfiguration.h.

◆ WithDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 213 of file MatchmakingConfiguration.h.

◆ WithDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 223 of file MatchmakingConfiguration.h.

◆ WithFlexMatchMode() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithFlexMatchMode ( const FlexMatchMode value)
inline

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 1044 of file MatchmakingConfiguration.h.

◆ WithFlexMatchMode() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithFlexMatchMode ( FlexMatchMode &&  value)
inline

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.

  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

Definition at line 1056 of file MatchmakingConfiguration.h.

◆ WithGameProperties() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 799 of file MatchmakingConfiguration.h.

◆ WithGameProperties() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 788 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [1/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 899 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [2/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 888 of file MatchmakingConfiguration.h.

◆ WithGameSessionData() [3/3]

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

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

Definition at line 910 of file MatchmakingConfiguration.h.

◆ WithGameSessionQueueArns() [1/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 302 of file MatchmakingConfiguration.h.

◆ WithGameSessionQueueArns() [2/2]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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. This property is not set when FlexMatchMode is set to STANDALONE.

Definition at line 289 of file MatchmakingConfiguration.h.

◆ WithName() [1/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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 87 of file MatchmakingConfiguration.h.

◆ WithName() [2/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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 81 of file MatchmakingConfiguration.h.

◆ WithName() [3/3]

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::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 93 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [1/3]

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

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

Definition at line 598 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [2/3]

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

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

Definition at line 593 of file MatchmakingConfiguration.h.

◆ WithNotificationTarget() [3/3]

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

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

Definition at line 603 of file MatchmakingConfiguration.h.

◆ WithRequestTimeoutSeconds()

MatchmakingConfiguration& Aws::GameLift::Model::MatchmakingConfiguration::WithRequestTimeoutSeconds ( int  value)
inline

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

Definition at line 370 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [1/3]

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

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

Definition at line 554 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [2/3]

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

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

Definition at line 546 of file MatchmakingConfiguration.h.

◆ WithRuleSetArn() [3/3]

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

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

Definition at line 562 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [1/3]

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

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

Definition at line 490 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [2/3]

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

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

Definition at line 483 of file MatchmakingConfiguration.h.

◆ WithRuleSetName() [3/3]

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

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

Definition at line 497 of file MatchmakingConfiguration.h.


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