Class: Aws::GameLift::Types::UpdateMatchmakingConfigurationInput

Inherits:
Struct
  • Object
show all
Defined in:
gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb

Overview

Note:

When making an API call, you may pass UpdateMatchmakingConfigurationInput data as a hash:

{
  name: "MatchmakingConfigurationName", # required
  description: "NonZeroAndMaxString",
  game_session_queue_arns: ["ArnStringModel"],
  request_timeout_seconds: 1,
  acceptance_timeout_seconds: 1,
  acceptance_required: false,
  rule_set_name: "MatchmakingRuleSetName",
  notification_target: "SnsArnStringModel",
  additional_player_count: 1,
  custom_event_data: "CustomEventData",
  game_properties: [
    {
      key: "GamePropertyKey", # required
      value: "GamePropertyValue", # required
    },
  ],
  game_session_data: "GameSessionData",
  backfill_mode: "AUTOMATIC", # accepts AUTOMATIC, MANUAL
  flex_match_mode: "STANDALONE", # accepts STANDALONE, WITH_QUEUE
}

Represents the input for a request operation.

Constant Summary collapse

SENSITIVE =
[]

Instance Attribute Summary collapse

Instance Attribute Details

#acceptance_requiredBoolean

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.

Returns:

  • (Boolean)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#acceptance_timeout_secondsInteger

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

Returns:

  • (Integer)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#additional_player_countInteger

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 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.

Returns:

  • (Integer)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#backfill_modeString

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 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.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#custom_event_dataString

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

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#descriptionString

A descriptive label that is associated with matchmaking configuration.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#flex_match_modeString

Indicates whether this matchmaking configuration is being used with 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 GameLift queue to start a game session for the match.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#game_propertiesArray<Types::GameProperty>

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object 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.

Returns:



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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#game_session_dataString

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object 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.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#game_session_queue_arnsArray<String>

The Amazon Resource Name (ARN) that is assigned to a 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

Returns:

  • (Array<String>)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#nameString

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#notification_targetString

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#request_timeout_secondsInteger

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:

  • (Integer)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end

#rule_set_nameString

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.

Returns:

  • (String)


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# File 'gems/aws-sdk-gamelift/lib/aws-sdk-gamelift/types.rb', line 10180

class UpdateMatchmakingConfigurationInput < Struct.new(
  :name,
  :description,
  :game_session_queue_arns,
  :request_timeout_seconds,
  :acceptance_timeout_seconds,
  :acceptance_required,
  :rule_set_name,
  :notification_target,
  :additional_player_count,
  :custom_event_data,
  :game_properties,
  :game_session_data,
  :backfill_mode,
  :flex_match_mode)
  SENSITIVE = []
  include Aws::Structure
end