AWS SDK for C++  1.9.108
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::UpdateMatchmakingConfigurationRequest Class Reference

#include <UpdateMatchmakingConfigurationRequest.h>

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

Public Member Functions

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

Additional Inherited Members

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

Detailed Description

Represents the input for a request operation.

See Also:

AWS API Reference

Definition at line 28 of file UpdateMatchmakingConfigurationRequest.h.

Constructor & Destructor Documentation

◆ UpdateMatchmakingConfigurationRequest()

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

Member Function Documentation

◆ AcceptanceRequiredHasBeenSet()

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

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

Definition at line 322 of file UpdateMatchmakingConfigurationRequest.h.

◆ AcceptanceTimeoutSecondsHasBeenSet()

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

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

Definition at line 291 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [1/2]

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

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

Definition at line 618 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameProperties() [2/2]

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

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

Definition at line 629 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [1/3]

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

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

Definition at line 236 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [2/3]

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

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

Definition at line 223 of file UpdateMatchmakingConfigurationRequest.h.

◆ AddGameSessionQueueArns() [3/3]

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

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

Definition at line 249 of file UpdateMatchmakingConfigurationRequest.h.

◆ AdditionalPlayerCountHasBeenSet()

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

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

Definition at line 473 of file UpdateMatchmakingConfigurationRequest.h.

◆ BackfillModeHasBeenSet()

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

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

Definition at line 745 of file UpdateMatchmakingConfigurationRequest.h.

◆ CustomEventDataHasBeenSet()

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

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

Definition at line 504 of file UpdateMatchmakingConfigurationRequest.h.

◆ DescriptionHasBeenSet()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 101 of file UpdateMatchmakingConfigurationRequest.h.

◆ FlexMatchModeHasBeenSet()

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

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

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

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

Definition at line 822 of file UpdateMatchmakingConfigurationRequest.h.

◆ GamePropertiesHasBeenSet()

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

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

Definition at line 563 of file UpdateMatchmakingConfigurationRequest.h.

◆ GameSessionDataHasBeenSet()

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

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

Definition at line 652 of file UpdateMatchmakingConfigurationRequest.h.

◆ GameSessionQueueArnsHasBeenSet()

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

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

Definition at line 158 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceRequired()

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

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

Definition at line 313 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAcceptanceTimeoutSeconds()

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

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

Definition at line 285 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetAdditionalPlayerCount()

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

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

Definition at line 464 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetBackfillMode()

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

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

Definition at line 732 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetCustomEventData()

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

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

Definition at line 498 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetDescription()

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 96 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetFlexMatchMode()

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

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

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

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

Definition at line 810 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameProperties()

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

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

Definition at line 552 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameSessionData()

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

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

Definition at line 641 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetGameSessionQueueArns()

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

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

Definition at line 145 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetName()

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

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

Definition at line 48 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetNotificationTarget()

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

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

Definition at line 405 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetRequestSpecificHeaders()

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

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetRequestTimeoutSeconds()

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

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

Definition at line 257 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetRuleSetName()

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

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

Definition at line 348 of file UpdateMatchmakingConfigurationRequest.h.

◆ GetServiceRequestName()

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

◆ NameHasBeenSet()

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

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

Definition at line 54 of file UpdateMatchmakingConfigurationRequest.h.

◆ NotificationTargetHasBeenSet()

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

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

Definition at line 412 of file UpdateMatchmakingConfigurationRequest.h.

◆ RequestTimeoutSecondsHasBeenSet()

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

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

Definition at line 264 of file UpdateMatchmakingConfigurationRequest.h.

◆ RuleSetNameHasBeenSet()

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

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

Definition at line 355 of file UpdateMatchmakingConfigurationRequest.h.

◆ SerializePayload()

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

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetAcceptanceRequired()

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

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

Definition at line 331 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetAcceptanceTimeoutSeconds()

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

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

Definition at line 297 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetAdditionalPlayerCount()

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

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

Definition at line 482 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [1/2]

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

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

Definition at line 771 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetBackfillMode() [2/2]

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

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

Definition at line 758 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [1/3]

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

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

Definition at line 516 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [2/3]

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

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

Definition at line 510 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetCustomEventData() [3/3]

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

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

Definition at line 522 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 111 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 106 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 116 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [1/2]

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

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

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

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

Definition at line 834 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetFlexMatchMode() [2/2]

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

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

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

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

Definition at line 846 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [1/2]

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

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

Definition at line 585 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameProperties() [2/2]

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

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

Definition at line 574 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [1/3]

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

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

Definition at line 674 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [2/3]

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

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

Definition at line 663 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionData() [3/3]

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

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

Definition at line 685 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [1/2]

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

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

Definition at line 184 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetGameSessionQueueArns() [2/2]

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

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

Definition at line 171 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [1/3]

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

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

Definition at line 66 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [2/3]

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

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

Definition at line 60 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetName() [3/3]

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

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

Definition at line 72 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [1/3]

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

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

Definition at line 426 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [2/3]

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

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

Definition at line 419 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetNotificationTarget() [3/3]

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

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

Definition at line 433 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRequestTimeoutSeconds()

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

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

Definition at line 271 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [1/3]

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

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

Definition at line 369 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [2/3]

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

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

Definition at line 362 of file UpdateMatchmakingConfigurationRequest.h.

◆ SetRuleSetName() [3/3]

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

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

Definition at line 376 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceRequired()

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

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

Definition at line 340 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAcceptanceTimeoutSeconds()

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

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

Definition at line 303 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithAdditionalPlayerCount()

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

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

Definition at line 491 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [1/2]

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

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

Definition at line 797 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithBackfillMode() [2/2]

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

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

Definition at line 784 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [1/3]

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

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

Definition at line 534 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [2/3]

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

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

Definition at line 528 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithCustomEventData() [3/3]

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

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

Definition at line 540 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [1/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 126 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [2/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 121 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithDescription() [3/3]

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

A descriptive label that is associated with matchmaking configuration.

Definition at line 131 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [1/2]

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

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

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

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

Definition at line 858 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithFlexMatchMode() [2/2]

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

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

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

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

Definition at line 870 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [1/2]

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

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

Definition at line 607 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameProperties() [2/2]

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

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

Definition at line 596 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [1/3]

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

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

Definition at line 707 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [2/3]

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

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

Definition at line 696 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionData() [3/3]

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

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

Definition at line 718 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [1/2]

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

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

Definition at line 210 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithGameSessionQueueArns() [2/2]

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

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

Definition at line 197 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [1/3]

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

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

Definition at line 84 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [2/3]

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

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

Definition at line 78 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithName() [3/3]

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

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

Definition at line 90 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [1/3]

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

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

Definition at line 447 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [2/3]

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

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

Definition at line 440 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithNotificationTarget() [3/3]

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

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

Definition at line 454 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRequestTimeoutSeconds()

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

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

Definition at line 278 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [1/3]

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

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

Definition at line 390 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [2/3]

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

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

Definition at line 383 of file UpdateMatchmakingConfigurationRequest.h.

◆ WithRuleSetName() [3/3]

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

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

Definition at line 397 of file UpdateMatchmakingConfigurationRequest.h.


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