@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class CreateMatchmakingConfigurationRequest extends AmazonWebServiceRequest implements Serializable, Cloneable
NOOP
Constructor and Description |
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CreateMatchmakingConfigurationRequest() |
Modifier and Type | Method and Description |
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CreateMatchmakingConfigurationRequest |
clone()
Creates a shallow clone of this object for all fields except the handler context.
|
boolean |
equals(Object obj) |
Boolean |
getAcceptanceRequired()
A flag that determines 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 used to backfill game sessions that are created with this matchmaking configuration.
|
String |
getCustomEventData()
Information to be added to all events related to this matchmaking configuration.
|
String |
getDescription()
A human-readable description of 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.
|
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.
|
List<Tag> |
getTags()
A list of labels to assign to the new matchmaking configuration resource.
|
int |
hashCode() |
Boolean |
isAcceptanceRequired()
A flag that determines whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceRequired(Boolean acceptanceRequired)
A flag that determines 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 used to backfill game sessions that are created with this matchmaking configuration.
|
void |
setCustomEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
|
void |
setDescription(String description)
A human-readable description of 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.
|
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.
|
void |
setTags(Collection<Tag> tags)
A list of labels to assign to the new matchmaking configuration resource.
|
String |
toString()
Returns a string representation of this object.
|
CreateMatchmakingConfigurationRequest |
withAcceptanceRequired(Boolean acceptanceRequired)
A flag that determines whether a match that was created with this configuration must be accepted by the matched
players.
|
CreateMatchmakingConfigurationRequest |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
CreateMatchmakingConfigurationRequest |
withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
CreateMatchmakingConfigurationRequest |
withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions that are created with this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest |
withBackfillMode(String backfillMode)
The method used to backfill game sessions that are created with this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest |
withCustomEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
|
CreateMatchmakingConfigurationRequest |
withDescription(String description)
A human-readable description of the matchmaking configuration.
|
CreateMatchmakingConfigurationRequest |
withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
CreateMatchmakingConfigurationRequest |
withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone
matchmaking solution.
|
CreateMatchmakingConfigurationRequest |
withGameProperties(Collection<GameProperty> gameProperties)
A set of key-value pairs that can store custom data in a game session.
|
CreateMatchmakingConfigurationRequest |
withGameProperties(GameProperty... gameProperties)
A set of key-value pairs that can store custom data in a game session.
|
CreateMatchmakingConfigurationRequest |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
CreateMatchmakingConfigurationRequest |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest |
withGameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest |
withName(String name)
A unique identifier for the matchmaking configuration.
|
CreateMatchmakingConfigurationRequest |
withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
CreateMatchmakingConfigurationRequest |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
CreateMatchmakingConfigurationRequest |
withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
CreateMatchmakingConfigurationRequest |
withTags(Collection<Tag> tags)
A list of labels to assign to the new matchmaking configuration resource.
|
CreateMatchmakingConfigurationRequest |
withTags(Tag... tags)
A list of labels to assign to the new matchmaking configuration resource.
|
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 CreateMatchmakingConfigurationRequest()
public void setName(String name)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for the matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public String getName()
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public CreateMatchmakingConfigurationRequest withName(String name)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for the matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public void setDescription(String description)
A human-readable description of the matchmaking configuration.
description
- A human-readable description of the matchmaking configuration.public String getDescription()
A human-readable description of the matchmaking configuration.
public CreateMatchmakingConfigurationRequest withDescription(String description)
A human-readable description of the matchmaking configuration.
description
- A human-readable description of 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 determines 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 determines 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 determines 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.
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 CreateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean acceptanceRequired)
A flag that determines 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 determines 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 determines 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.
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 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 be added to all events related to this matchmaking configuration.
customEventData
- Information to be added to all events related to this matchmaking configuration.public String getCustomEventData()
Information to be added to all events related to this matchmaking configuration.
public CreateMatchmakingConfigurationRequest withCustomEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
customEventData
- Information to be added to all events related to this 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 new GameSession
object 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 new GameSession
object 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 new GameSession
object that is created
for a successful match. This parameter is not used if FlexMatchMode
is set to
STANDALONE
.
GameSession
object that is
created for a successful match. This parameter is not used if FlexMatchMode
is set to
STANDALONE
.public CreateMatchmakingConfigurationRequest 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 new GameSession
object 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 new GameSession
object 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 used to backfill game sessions that are 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 Amazon GameLift create a 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 used to backfill game sessions that are 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 Amazon GameLift create a 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 used to backfill game sessions that are 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 Amazon GameLift create a 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
.
MANUAL
when your game manages backfill requests manually or does not use the match backfill
feature. Specify AUTOMATIC
to have Amazon GameLift create a 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 CreateMatchmakingConfigurationRequest withBackfillMode(String backfillMode)
The method used to backfill game sessions that are 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 Amazon GameLift create a 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 used to backfill game sessions that are 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 Amazon GameLift create a 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 CreateMatchmakingConfigurationRequest withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions that are 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 Amazon GameLift create a 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 used to backfill game sessions that are 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 Amazon GameLift create a 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 CreateMatchmakingConfigurationRequest 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 CreateMatchmakingConfigurationRequest 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 List<Tag> getTags()
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
public void setTags(Collection<Tag> tags)
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
tags
- A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined
key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access
management and cost allocation. For more information, see Tagging Amazon Web Services
Resources in the Amazon Web Services General Reference.public CreateMatchmakingConfigurationRequest withTags(Tag... tags)
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
NOTE: This method appends the values to the existing list (if any). Use
setTags(java.util.Collection)
or withTags(java.util.Collection)
if you want to override the
existing values.
tags
- A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined
key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access
management and cost allocation. For more information, see Tagging Amazon Web Services
Resources in the Amazon Web Services General Reference.public CreateMatchmakingConfigurationRequest withTags(Collection<Tag> tags)
A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
tags
- A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined
key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access
management and cost allocation. For more information, see Tagging Amazon Web Services
Resources in the Amazon Web Services General Reference.public String toString()
toString
in class Object
Object.toString()
public CreateMatchmakingConfigurationRequest clone()
AmazonWebServiceRequest
clone
in class AmazonWebServiceRequest
Object.clone()