@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class CreateMatchmakingConfigurationRequest extends AmazonWebServiceRequest implements Serializable, Cloneable
Represents the input for a request action.
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.
|
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.
|
List<GameProperty> |
getGameProperties()
A set of custom properties for a game session, formatted as key-value pairs.
|
String |
getGameSessionData()
A set of custom game session properties, formatted as a single string value.
|
List<String> |
getGameSessionQueueArns()
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
String |
getName()
A unique identifier for a 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 a 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.
|
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 |
setGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
void |
setGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
void |
setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
void |
setName(String name)
A unique identifier for a 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 a 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.
|
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 |
withGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
CreateMatchmakingConfigurationRequest |
withGameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
CreateMatchmakingConfigurationRequest |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
CreateMatchmakingConfigurationRequest |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest |
withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
CreateMatchmakingConfigurationRequest |
withName(String name)
A unique identifier for a 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 a 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 a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for a matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public String getName()
A unique identifier for a 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 a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for a 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()
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
public void setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
gameSessionQueueArns
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. These queues are used when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
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
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. These queues are used when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
gameSessionQueueArns
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. These queues are used when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.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 any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.public Integer getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
public CreateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.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
.
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
.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
.
TRUE
.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
.
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
.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
.
TRUE
.public void setRuleSetName(String ruleSetName)
A unique identifier for a 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 a 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 a 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 a 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 a 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.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications.public String getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
public CreateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications.public void setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
additionalPlayerCount
- The number of player slots in a match to keep open for future players. For example, assume that the
configuration's rule set specifies a match for a single 12-person team. If the additional player count is
set to 2, only 10 players are initially selected for the match.public Integer getAdditionalPlayerCount()
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
public CreateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
additionalPlayerCount
- The number of player slots in a match to keep open for future players. For example, assume that the
configuration's rule set specifies a match for a single 12-person team. If the additional player count is
set to 2, only 10 players are initially selected for the match.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 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.
public void setGameProperties(Collection<GameProperty> gameProperties)
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.
gameProperties
- 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.public CreateMatchmakingConfigurationRequest withGameProperties(GameProperty... gameProperties)
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.
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 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.public CreateMatchmakingConfigurationRequest withGameProperties(Collection<GameProperty> gameProperties)
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.
gameProperties
- 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.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 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.
gameSessionData
- 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.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 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.
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 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.
gameSessionData
- 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.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 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.
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 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.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 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.
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.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 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.
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 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.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 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.
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 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.BackfillMode
public List<Tag> getTags()
A list of labels to assign to the new matchmaking configuration resource. 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.
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 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.
tags
- A list of labels to assign to the new matchmaking configuration resource. 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.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 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.
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 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.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 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.
tags
- A list of labels to assign to the new matchmaking configuration resource. 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.public String toString()
toString
in class Object
Object.toString()
public CreateMatchmakingConfigurationRequest clone()
AmazonWebServiceRequest
clone
in class AmazonWebServiceRequest
Object.clone()