Class CfnMatchmakingConfigurationProps
Properties for defining a CfnMatchmakingConfiguration
.
Inheritance
Implements
Namespace: Amazon.CDK.AWS.GameLift
Assembly: Amazon.CDK.Lib.dll
Syntax (csharp)
public class CfnMatchmakingConfigurationProps : Object, ICfnMatchmakingConfigurationProps
Syntax (vb)
Public Class CfnMatchmakingConfigurationProps
Inherits Object
Implements ICfnMatchmakingConfigurationProps
Remarks
ExampleMetadata: fixture=_generated
Examples
// The code below shows an example of how to instantiate this type.
// The values are placeholders you should change.
using Amazon.CDK.AWS.GameLift;
var cfnMatchmakingConfigurationProps = new CfnMatchmakingConfigurationProps {
AcceptanceRequired = false,
Name = "name",
RequestTimeoutSeconds = 123,
RuleSetName = "ruleSetName",
// the properties below are optional
AcceptanceTimeoutSeconds = 123,
AdditionalPlayerCount = 123,
BackfillMode = "backfillMode",
CreationTime = "creationTime",
CustomEventData = "customEventData",
Description = "description",
FlexMatchMode = "flexMatchMode",
GameProperties = new [] { new GamePropertyProperty {
Key = "key",
Value = "value"
} },
GameSessionData = "gameSessionData",
GameSessionQueueArns = new [] { "gameSessionQueueArns" },
NotificationTarget = "notificationTarget",
RuleSetArn = "ruleSetArn",
Tags = new [] { new CfnTag {
Key = "key",
Value = "value"
} }
};
Synopsis
Constructors
CfnMatchmakingConfigurationProps() |
Properties
AcceptanceRequired | A flag that determines whether a match that was created with this configuration must be accepted by the matched players. |
AcceptanceTimeoutSeconds | The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. |
AdditionalPlayerCount | The number of player slots in a match to keep open for future players. |
BackfillMode | The method used to backfill game sessions that are created with this matchmaking configuration. |
CreationTime | A time stamp indicating when this data object was created. |
CustomEventData | Information to add to all events related to the matchmaking configuration. |
Description | A description for the matchmaking configuration. |
FlexMatchMode | Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution. |
GameProperties | A set of custom properties for a game session, formatted as key-value pairs. |
GameSessionData | A set of custom game session properties, formatted as a single string value. |
GameSessionQueueArns | The Amazon Resource Name ( ARN ) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is |
Name | A unique identifier for the matchmaking configuration. |
NotificationTarget | An SNS topic ARN that is set up to receive matchmaking notifications. |
RequestTimeoutSeconds | The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. |
RuleSetArn | The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses. |
RuleSetName | A unique identifier for the matchmaking rule set to use with this configuration. |
Tags | A list of labels to assign to the new matchmaking configuration resource. |
Constructors
CfnMatchmakingConfigurationProps()
public CfnMatchmakingConfigurationProps()
Properties
AcceptanceRequired
A flag that determines whether a match that was created with this configuration must be accepted by the matched players.
public object AcceptanceRequired { get; set; }
Property Value
System.Object
Remarks
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.
AcceptanceTimeoutSeconds
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
public Nullable<double> AcceptanceTimeoutSeconds { get; set; }
Property Value
System.Nullable<System.Double>
Remarks
AdditionalPlayerCount
The number of player slots in a match to keep open for future players.
public Nullable<double> AdditionalPlayerCount { get; set; }
Property Value
System.Nullable<System.Double>
Remarks
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
.
BackfillMode
The method used to backfill game sessions that are created with this matchmaking configuration.
public string BackfillMode { get; set; }
Property Value
System.String
Remarks
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
.
CreationTime
A time stamp indicating when this data object was created.
public string CreationTime { get; set; }
Property Value
System.String
Remarks
Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
CustomEventData
Information to add to all events related to the matchmaking configuration.
public string CustomEventData { get; set; }
Property Value
System.String
Remarks
Description
A description for the matchmaking configuration.
public string Description { get; set; }
Property Value
System.String
Remarks
FlexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.
public string FlexMatchMode { get; set; }
Property Value
System.String
Remarks
GameProperties
A set of custom properties for a game session, formatted as key-value pairs.
public object GameProperties { get; set; }
Property Value
System.Object
Remarks
These properties are passed to a game server process with a request to start a new game session. See Start a Game Session . 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.
public string GameSessionData { get; set; }
Property Value
System.String
Remarks
This data is passed to a game server process with a request to start a new game session. See Start a Game Session . This parameter is not used if FlexMatchMode
is set to STANDALONE
.
GameSessionQueueArns
The Amazon Resource Name ( ARN ) that is assigned to a Amazon GameLift Servers 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 Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode
is set to STANDALONE
, do not set this parameter.
public string[] GameSessionQueueArns { get; set; }
Property Value
System.String[]
Remarks
Name
A unique identifier for the matchmaking configuration.
public string Name { get; set; }
Property Value
System.String
Remarks
This name is used to identify the configuration associated with a matchmaking request or ticket.
NotificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications.
public string NotificationTarget { get; set; }
Property Value
System.String
Remarks
RequestTimeoutSeconds
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
public double RequestTimeoutSeconds { get; set; }
Property Value
System.Double
Remarks
Requests that fail due to timing out can be resubmitted as needed.
RuleSetArn
The Amazon Resource Name ( ARN ) associated with the GameLift matchmaking rule set resource that this configuration uses.
public string RuleSetArn { get; set; }
Property Value
System.String
Remarks
RuleSetName
A unique identifier for the matchmaking rule set to use with this configuration.
public string RuleSetName { get; set; }
Property Value
System.String
Remarks
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.
Tags
A list of labels to assign to the new matchmaking configuration resource.
public ICfnTag[] Tags { get; set; }
Property Value
ICfnTag[]
Remarks
Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference . Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.