@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class UpdateMatchmakingConfigurationRequest extends AmazonWebServiceRequest implements Serializable, Cloneable
NOOP
Constructor and Description |
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UpdateMatchmakingConfigurationRequest() |
Modifier and Type | Method and Description |
---|---|
UpdateMatchmakingConfigurationRequest |
clone()
Creates a shallow clone of this object for all fields except the handler context.
|
boolean |
equals(Object obj) |
Boolean |
getAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
Integer |
getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
Integer |
getAdditionalPlayerCount()
The number of player slots in a match to keep open for future players.
|
String |
getBackfillMode()
The method that is used to backfill game sessions created with this matchmaking configuration.
|
String |
getCustomEventData()
Information to add to all events related to the matchmaking configuration.
|
String |
getDescription()
A description for the matchmaking configuration.
|
String |
getFlexMatchMode()
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
List<GameProperty> |
getGameProperties()
A set of key-value pairs that can store custom data in a game session.
|
String |
getGameSessionData()
A set of custom game session properties, formatted as a single string value.
|
List<String> |
getGameSessionQueueArns()
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
String |
getName()
A unique identifier for the matchmaking configuration to update.
|
String |
getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
|
Integer |
getRequestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
String |
getRuleSetName()
A unique identifier for the matchmaking rule set to use with this configuration.
|
int |
hashCode() |
Boolean |
isAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
void |
setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
void |
setBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
void |
setCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
|
void |
setDescription(String description)
A description for the matchmaking configuration.
|
void |
setFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
void |
setGameProperties(Collection<GameProperty> gameProperties)
A set of key-value pairs that can store custom data in a game session.
|
void |
setGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
void |
setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
void |
setName(String name)
A unique identifier for the matchmaking configuration to update.
|
void |
setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
void |
setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
void |
setRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
String |
toString()
Returns a string representation of this object.
|
UpdateMatchmakingConfigurationRequest |
withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
UpdateMatchmakingConfigurationRequest |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
UpdateMatchmakingConfigurationRequest |
withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
UpdateMatchmakingConfigurationRequest |
withBackfillMode(BackfillMode backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withDescription(String description)
A description for the matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
UpdateMatchmakingConfigurationRequest |
withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
UpdateMatchmakingConfigurationRequest |
withGameProperties(Collection<GameProperty> gameProperties)
A set of key-value pairs that can store custom data in a game session.
|
UpdateMatchmakingConfigurationRequest |
withGameProperties(GameProperty... gameProperties)
A set of key-value pairs that can store custom data in a game session.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
UpdateMatchmakingConfigurationRequest |
withName(String name)
A unique identifier for the matchmaking configuration to update.
|
UpdateMatchmakingConfigurationRequest |
withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
UpdateMatchmakingConfigurationRequest |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
UpdateMatchmakingConfigurationRequest |
withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
addHandlerContext, getCloneRoot, getCloneSource, getCustomQueryParameters, getCustomRequestHeaders, getGeneralProgressListener, getHandlerContext, getReadLimit, getRequestClientOptions, getRequestCredentials, getRequestCredentialsProvider, getRequestMetricCollector, getSdkClientExecutionTimeout, getSdkRequestTimeout, putCustomQueryParameter, putCustomRequestHeader, setGeneralProgressListener, setRequestCredentials, setRequestCredentialsProvider, setRequestMetricCollector, setSdkClientExecutionTimeout, setSdkRequestTimeout, withGeneralProgressListener, withRequestCredentialsProvider, withRequestMetricCollector, withSdkClientExecutionTimeout, withSdkRequestTimeout
public UpdateMatchmakingConfigurationRequest()
public void setName(String name)
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
name
- A unique identifier for the matchmaking configuration to update. You can use either the configuration name
or ARN value.public String getName()
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
public UpdateMatchmakingConfigurationRequest withName(String name)
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
name
- A unique identifier for the matchmaking configuration to update. You can use either the configuration name
or ARN value.public void setDescription(String description)
A description for the matchmaking configuration.
description
- A description for the matchmaking configuration.public String getDescription()
A description for the matchmaking configuration.
public UpdateMatchmakingConfigurationRequest withDescription(String description)
A description for the matchmaking configuration.
description
- A description for the matchmaking configuration.public List<String> getGameSessionQueueArns()
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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.
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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.public void setGameSessionQueueArns(Collection<String> 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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.
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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(String... 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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.
NOTE: This method appends the values to the existing list (if any). Use
setGameSessionQueueArns(java.util.Collection)
or withGameSessionQueueArns(java.util.Collection)
if you want to override the existing values.
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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(Collection<String> 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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.
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. If FlexMatchMode
is set to
STANDALONE
, do not set this parameter.public void setRequestTimeoutSeconds(Integer 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.
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.public Integer getRequestTimeoutSeconds()
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.
public UpdateMatchmakingConfigurationRequest withRequestTimeoutSeconds(Integer 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.
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.public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public Integer getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
public UpdateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public void setAcceptanceRequired(Boolean 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. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
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. With this option enabled, matchmaking tickets use the
status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player
acceptance.public Boolean getAcceptanceRequired()
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.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for
player acceptance.public UpdateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean 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. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
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. With this option enabled, matchmaking tickets use the
status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player
acceptance.public Boolean isAcceptanceRequired()
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.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for
player acceptance.public void setRuleSetName(String ruleSetName)
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.
ruleSetName
- 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.public String getRuleSetName()
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.
public UpdateMatchmakingConfigurationRequest withRuleSetName(String ruleSetName)
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.
ruleSetName
- 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.public void setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up
notifications for matchmaking for more information.public String getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
public UpdateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up
notifications for matchmaking for more information.public void setAdditionalPlayerCount(Integer 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 if
FlexMatchMode
is set to STANDALONE
.
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 if FlexMatchMode
is set to STANDALONE
.public Integer getAdditionalPlayerCount()
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 if
FlexMatchMode
is set to STANDALONE
.
FlexMatchMode
is set to STANDALONE
.public UpdateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer 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 if
FlexMatchMode
is set to STANDALONE
.
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 if FlexMatchMode
is set to STANDALONE
.public void setCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
customEventData
- Information to add to all events related to the matchmaking configuration.public String getCustomEventData()
Information to add to all events related to the matchmaking configuration.
public UpdateMatchmakingConfigurationRequest withCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
customEventData
- Information to add to all events related to the matchmaking configuration.public List<GameProperty> getGameProperties()
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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
{"Key": "difficulty", "Value": "novice"}
. 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
.public void setGameProperties(Collection<GameProperty> 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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.public UpdateMatchmakingConfigurationRequest withGameProperties(GameProperty... 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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
NOTE: This method appends the values to the existing list (if any). Use
setGameProperties(java.util.Collection)
or withGameProperties(java.util.Collection)
if you want
to override the existing values.
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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.public UpdateMatchmakingConfigurationRequest withGameProperties(Collection<GameProperty> 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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.
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 new
GameSession
object that is created for a successful match. This parameter is not used if
FlexMatchMode
is set to STANDALONE
.public void setGameSessionData(String 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 game session that is created for a successful match.
This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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 game session that is created for a successful
match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.public String getGameSessionData()
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 game session that is created for a successful match.
This parameter is not used if FlexMatchMode
is set to STANDALONE
.
FlexMatchMode
is set to
STANDALONE
.public UpdateMatchmakingConfigurationRequest withGameSessionData(String 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 game session that is created for a successful match.
This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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 game session that is created for a successful
match. This parameter is not used if FlexMatchMode
is set to STANDALONE
.public void setBackfillMode(String backfillMode)
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 match backfill 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
.
backfillMode
- 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 match backfill 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
.BackfillMode
public String getBackfillMode()
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 match backfill 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
.
FlexMatchMode
is set to
STANDALONE
.BackfillMode
public UpdateMatchmakingConfigurationRequest withBackfillMode(String backfillMode)
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 match backfill 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
.
backfillMode
- 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 match backfill 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
.BackfillMode
public UpdateMatchmakingConfigurationRequest withBackfillMode(BackfillMode backfillMode)
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 match backfill 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
.
backfillMode
- 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 match backfill 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
.BackfillMode
public void setFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
flexMatchMode
- Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
FlexMatchMode
public String getFlexMatchMode()
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
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 Amazon GameLift queue to start a game session for the match.
FlexMatchMode
public UpdateMatchmakingConfigurationRequest withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
flexMatchMode
- Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
FlexMatchMode
public UpdateMatchmakingConfigurationRequest withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
flexMatchMode
- Indicates whether this matchmaking configuration is being used with Amazon 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 Amazon GameLift queue to start a game session for the match.
FlexMatchMode
public String toString()
toString
in class Object
Object.toString()
public UpdateMatchmakingConfigurationRequest clone()
AmazonWebServiceRequest
clone
in class AmazonWebServiceRequest
Object.clone()