Class MatchmakingConfiguration
- All Implemented Interfaces:
Serializable,SdkPojo,ToCopyableBuilder<MatchmakingConfiguration.Builder,MatchmakingConfiguration>
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
- See Also:
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Nested Class Summary
Nested Classes -
Method Summary
Modifier and TypeMethodDescriptionfinal BooleanA flag that indicates whether a match that was created with this configuration must be accepted by the matched players.final IntegerThe length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.final IntegerThe number of player slots in a match to keep open for future players.final BackfillModeThe method used to backfill game sessions created with this matchmaking configuration.final StringThe method used to backfill game sessions created with this matchmaking configuration.builder()final StringThe Amazon Resource Name (ARN) that is assigned to a Amazon GameLift matchmaking configuration resource and uniquely identifies it.final InstantA time stamp indicating when this data object was created.final StringInformation to attach to all events related to the matchmaking configuration.final StringA descriptive label that is associated with matchmaking configuration.final booleanfinal booleanequalsBySdkFields(Object obj) Indicates whether some other object is "equal to" this one by SDK fields.final FlexMatchModeIndicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.final StringIndicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.final List<GameProperty> A set of key-value pairs that can store custom data in a game session.final StringA set of custom game session properties, formatted as a single string value.The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.final <T> Optional<T> getValueForField(String fieldName, Class<T> clazz) final booleanFor responses, this returns true if the service returned a value for the GameProperties property.final booleanFor responses, this returns true if the service returned a value for the GameSessionQueueArns property.final inthashCode()final Stringname()A unique identifier for the matchmaking configuration.final StringAn SNS topic ARN that is set up to receive matchmaking notifications.final IntegerThe maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.final StringThe Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.final StringA unique identifier for the matchmaking rule set to use with this configuration.static Class<? extends MatchmakingConfiguration.Builder> Take this object and create a builder that contains all of the current property values of this object.final StringtoString()Returns a string representation of this object.Methods inherited from interface software.amazon.awssdk.utils.builder.ToCopyableBuilder
copy
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Method Details
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name
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
- Returns:
- A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
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configurationArn
The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the resource ID matches the Name value.- Returns:
- The Amazon Resource Name (ARN) that is assigned to a
Amazon 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 Amazon GameLift configuration ARN, the resource ID matches the Name value.
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description
A descriptive label that is associated with matchmaking configuration.
- Returns:
- A descriptive label that is associated with matchmaking configuration.
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hasGameSessionQueueArns
public final boolean hasGameSessionQueueArns()For responses, this returns true if the service returned a value for the GameSessionQueueArns property. This DOES NOT check that the value is non-empty (for which, you should check theisEmpty()method on the property). This is useful because the SDK will never return a null collection or map, but you may need to differentiate between the service returning nothing (or null) and the service returning an empty collection or map. For requests, this returns true if a value for the property was specified in the request builder, and false if a value was not specified. -
gameSessionQueueArns
The Amazon Resource Name (ARN) that is assigned to a Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set whenFlexMatchModeis set toSTANDALONE.Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
This method will never return null. If you would like to know whether the service returned this field (so that you can differentiate between null and empty), you can use the
hasGameSessionQueueArns()method.- Returns:
- The Amazon Resource Name (ARN) that is assigned to a
Amazon 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 Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set whenFlexMatchModeis set toSTANDALONE.
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requestTimeoutSeconds
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.
- Returns:
- 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.
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acceptanceTimeoutSeconds
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.
- Returns:
- 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.
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acceptanceRequired
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_ACCEPTANCEto indicate when a completed potential match is waiting for player acceptance.- Returns:
- 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_ACCEPTANCEto indicate when a completed potential match is waiting for player acceptance.
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ruleSetName
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.
- Returns:
- 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.
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ruleSetArn
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notificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications.
- Returns:
- An SNS topic ARN that is set up to receive matchmaking notifications.
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additionalPlayerCount
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 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used when
FlexMatchModeis set toSTANDALONE.- Returns:
- 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 10-person team, and the additional player count
is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future
players. This parameter is not used when
FlexMatchModeis set toSTANDALONE.
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customEventData
Information to attach to all events related to the matchmaking configuration.
- Returns:
- Information to attach to all events related to the matchmaking configuration.
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creationTime
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057").- Returns:
- A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example
"1469498468.057").
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hasGameProperties
public final boolean hasGameProperties()For responses, this returns true if the service returned a value for the GameProperties property. This DOES NOT check that the value is non-empty (for which, you should check theisEmpty()method on the property). This is useful because the SDK will never return a null collection or map, but you may need to differentiate between the service returning nothing (or null) and the service returning an empty collection or map. For requests, this returns true if a value for the property was specified in the request builder, and false if a value was not specified. -
gameProperties
A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. This information is added to the newGameSessionobject that is created for a successful match. This parameter is not used whenFlexMatchModeis set toSTANDALONE.Attempts to modify the collection returned by this method will result in an UnsupportedOperationException.
This method will never return null. If you would like to know whether the service returned this field (so that you can differentiate between null and empty), you can use the
hasGameProperties()method.- Returns:
- A set of key-value pairs that can store custom data in a game session. For example:
{"Key": "difficulty", "Value": "novice"}. This information is added to the newGameSessionobject that is created for a successful match. This parameter is not used whenFlexMatchModeis set toSTANDALONE.
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gameSessionData
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new
GameSessionobject that is created for a successful match. This parameter is not used whenFlexMatchModeis set toSTANDALONE.- Returns:
- A set of custom game session properties, formatted as a single string value. This data is passed to a
game server process with a request to start a new game session (see Start a Game Session). This information is added to the new
GameSessionobject that is created for a successful match. This parameter is not used whenFlexMatchModeis set toSTANDALONE.
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backfillMode
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 backfill 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
FlexMatchModeis set toSTANDALONE.If the service returns an enum value that is not available in the current SDK version,
backfillModewill returnBackfillMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available frombackfillModeAsString().- Returns:
- 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 backfill 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
FlexMatchModeis set toSTANDALONE. - See Also:
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backfillModeAsString
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 backfill 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
FlexMatchModeis set toSTANDALONE.If the service returns an enum value that is not available in the current SDK version,
backfillModewill returnBackfillMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available frombackfillModeAsString().- Returns:
- 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 backfill 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
FlexMatchModeis set toSTANDALONE. - See Also:
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flexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
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STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
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WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
If the service returns an enum value that is not available in the current SDK version,
flexMatchModewill returnFlexMatchMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available fromflexMatchModeAsString().- Returns:
- Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a
standalone matchmaking solution.
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STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
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WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
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- See Also:
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flexMatchModeAsString
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
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STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
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WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
If the service returns an enum value that is not available in the current SDK version,
flexMatchModewill returnFlexMatchMode.UNKNOWN_TO_SDK_VERSION. The raw value returned by the service is available fromflexMatchModeAsString().- Returns:
- Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a
standalone matchmaking solution.
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STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
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WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
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- See Also:
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toBuilder
Description copied from interface:ToCopyableBuilderTake this object and create a builder that contains all of the current property values of this object.- Specified by:
toBuilderin interfaceToCopyableBuilder<MatchmakingConfiguration.Builder,MatchmakingConfiguration> - Returns:
- a builder for type T
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builder
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serializableBuilderClass
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hashCode
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equals
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equalsBySdkFields
Description copied from interface:SdkPojoIndicates whether some other object is "equal to" this one by SDK fields. An SDK field is a modeled, non-inherited field in anSdkPojoclass, and is generated based on a service model.If an
SdkPojoclass does not have any inherited fields,equalsBySdkFieldsandequalsare essentially the same.- Specified by:
equalsBySdkFieldsin interfaceSdkPojo- Parameters:
obj- the object to be compared with- Returns:
- true if the other object equals to this object by sdk fields, false otherwise.
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toString
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getValueForField
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sdkFields
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