You are viewing documentation for version 2 of the AWS SDK for Ruby. Version 3 documentation can be found here.

Class: Aws::GameLift::Types::MatchmakingConfiguration

Inherits:
Struct
  • Object
show all
Defined in:
(unknown)

Overview

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

Returned by:

Instance Attribute Summary collapse

Instance Attribute Details

#acceptance_requiredBoolean

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

Returns:

  • (Boolean)

    Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players.

#acceptance_timeout_secondsInteger

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

Returns:

  • (Integer)

    Length of time (in seconds) to wait for players to accept a proposed match.

#additional_player_countInteger

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.

Returns:

  • (Integer)

    Number of player slots in a match to keep open for future players.

#creation_timeTime

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

Returns:

  • (Time)

    Time stamp indicating when this data object was created.

#custom_event_dataString

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

Returns:

  • (String)

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

#descriptionString

Descriptive label that is associated with matchmaking configuration.

Returns:

  • (String)

    Descriptive label that is associated with matchmaking configuration.

#game_propertiesArray<Types::GameProperty>

Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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.

Returns:

  • (Array<Types::GameProperty>)

    Set of developer-defined properties for a game session, formatted as a set of type:value pairs.

#game_session_dataString

Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server 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.

Returns:

  • (String)

    Set of developer-defined game session properties, formatted as a single string value.

#game_session_queue_arnsArray<String>

Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

Returns:

  • (Array<String>)

    Amazon Resource Name ([ARN][1]) that is assigned to a game session queue and uniquely identifies it.

#nameString

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

Returns:

  • (String)

    Unique identifier for a matchmaking configuration.

#notification_targetString

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

Returns:

  • (String)

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

#request_timeout_secondsInteger

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

Returns:

  • (Integer)

    Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.

#rule_set_nameString

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

Returns:

  • (String)

    Unique identifier for a matchmaking rule set to use with this configuration.