@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class UpdateMatchmakingConfigurationRequest extends AmazonWebServiceRequest implements Serializable, Cloneable
Represents the input for a request operation.
NOOP
Constructor and Description |
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UpdateMatchmakingConfigurationRequest() |
Modifier and Type | Method and Description |
---|---|
UpdateMatchmakingConfigurationRequest |
clone()
Creates a shallow clone of this object for all fields except the handler context.
|
boolean |
equals(Object obj) |
Boolean |
getAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
Integer |
getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
Integer |
getAdditionalPlayerCount()
The number of player slots in a match to keep open for future players.
|
String |
getBackfillMode()
The method that is used to backfill game sessions created with this matchmaking configuration.
|
String |
getCustomEventData()
Information to add to all events related to the matchmaking configuration.
|
String |
getDescription()
A descriptive label that is associated with matchmaking configuration.
|
String |
getFlexMatchMode()
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
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()
The Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely identifies it.
|
String |
getName()
A unique identifier for the matchmaking configuration to update.
|
String |
getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
|
Integer |
getRequestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
String |
getRuleSetName()
A unique identifier for the matchmaking rule set to use with this configuration.
|
int |
hashCode() |
Boolean |
isAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
void |
setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
void |
setBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
void |
setCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
|
void |
setDescription(String description)
A descriptive label that is associated with matchmaking configuration.
|
void |
setFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
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)
The 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 the matchmaking configuration to update.
|
void |
setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
void |
setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
void |
setRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
String |
toString()
Returns a string representation of this object.
|
UpdateMatchmakingConfigurationRequest |
withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
UpdateMatchmakingConfigurationRequest |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
UpdateMatchmakingConfigurationRequest |
withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
UpdateMatchmakingConfigurationRequest |
withBackfillMode(BackfillMode backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withDescription(String description)
A descriptive label that is associated with matchmaking configuration.
|
UpdateMatchmakingConfigurationRequest |
withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
UpdateMatchmakingConfigurationRequest |
withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
UpdateMatchmakingConfigurationRequest |
withGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
UpdateMatchmakingConfigurationRequest |
withGameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely identifies it.
|
UpdateMatchmakingConfigurationRequest |
withGameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely identifies it.
|
UpdateMatchmakingConfigurationRequest |
withName(String name)
A unique identifier for the matchmaking configuration to update.
|
UpdateMatchmakingConfigurationRequest |
withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
UpdateMatchmakingConfigurationRequest |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
UpdateMatchmakingConfigurationRequest |
withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
addHandlerContext, getCloneRoot, getCloneSource, getCustomQueryParameters, getCustomRequestHeaders, getGeneralProgressListener, getHandlerContext, getReadLimit, getRequestClientOptions, getRequestCredentials, getRequestCredentialsProvider, getRequestMetricCollector, getSdkClientExecutionTimeout, getSdkRequestTimeout, putCustomQueryParameter, putCustomRequestHeader, setGeneralProgressListener, setRequestCredentials, setRequestCredentialsProvider, setRequestMetricCollector, setSdkClientExecutionTimeout, setSdkRequestTimeout, withGeneralProgressListener, withRequestCredentialsProvider, withRequestMetricCollector, withSdkClientExecutionTimeout, withSdkRequestTimeout
public UpdateMatchmakingConfigurationRequest()
public void setName(String name)
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
name
- A unique identifier for the matchmaking configuration to update. You can use either the configuration name
or ARN value.public String getName()
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
public UpdateMatchmakingConfigurationRequest withName(String name)
A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
name
- A unique identifier for the matchmaking configuration to update. You can use either the configuration name
or ARN value.public void setDescription(String description)
A descriptive label that is associated with matchmaking configuration.
description
- A descriptive label that is associated with matchmaking configuration.public String getDescription()
A descriptive label that is associated with matchmaking configuration.
public UpdateMatchmakingConfigurationRequest withDescription(String description)
A descriptive label that is associated with matchmaking configuration.
description
- A descriptive label that is associated with matchmaking configuration.public List<String> getGameSessionQueueArns()
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.
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.public void setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
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.
gameSessionQueueArns
- 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.public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(String... gameSessionQueueArns)
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.
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
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.public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
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.
gameSessionQueueArns
- 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.public void setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
requestTimeoutSeconds
- The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
Requests that fail due to timing out can be resubmitted as needed.public Integer getRequestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
public UpdateMatchmakingConfigurationRequest withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
requestTimeoutSeconds
- The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
Requests that fail due to timing out can be resubmitted as needed.public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public Integer getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
public UpdateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public void setAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
acceptanceRequired
- A flag that indicates whether a match that was created with this configuration must be accepted by the
matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the
status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player
acceptance.public Boolean getAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for
player acceptance.public UpdateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
acceptanceRequired
- A flag that indicates whether a match that was created with this configuration must be accepted by the
matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the
status REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player
acceptance.public Boolean isAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for
player acceptance.public void setRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
ruleSetName
- A unique identifier for the matchmaking rule set to use with this configuration. You can use either the
rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the
same Region.public String getRuleSetName()
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
public UpdateMatchmakingConfigurationRequest withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
ruleSetName
- A unique identifier for the matchmaking rule set to use with this configuration. You can use either the
rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the
same Region.public void setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up
notifications for matchmaking for more information.public String getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
public UpdateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up
notifications for matchmaking for more information.public void setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, if the configuration's rule
set specifies a match for a single 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
.
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 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
.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 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
.
FlexMatchMode
is set to STANDALONE
.public UpdateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, if the configuration's rule
set specifies a match for a single 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
.
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 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
.public void setCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
customEventData
- Information to add to all events related to the matchmaking configuration.public String getCustomEventData()
Information to add to all events related to the matchmaking configuration.
public UpdateMatchmakingConfigurationRequest withCustomEventData(String customEventData)
Information to add to all events related to the matchmaking configuration.
customEventData
- Information to add to all events related to the matchmaking configuration.public List<GameProperty> getGameProperties()
A set of 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
.
FlexMatchMode
is set to
STANDALONE
.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. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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. This parameter is not used if FlexMatchMode
is set to
STANDALONE
.public UpdateMatchmakingConfigurationRequest 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. 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 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
.public UpdateMatchmakingConfigurationRequest 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. This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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. 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 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
.
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. 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 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
.
FlexMatchMode
is set to
STANDALONE
.public UpdateMatchmakingConfigurationRequest withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value. This data is passed to a game server
process 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
.
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. This parameter is not used if FlexMatchMode
is set to
STANDALONE
.public void setBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a 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
.
backfillMode
- The method that is used to backfill game sessions created with this matchmaking configuration. Specify
MANUAL when your game manages backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a 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
.BackfillMode
public String getBackfillMode()
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a 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
.
FlexMatchMode
is set to
STANDALONE
.BackfillMode
public UpdateMatchmakingConfigurationRequest withBackfillMode(String backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a 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
.
backfillMode
- The method that is used to backfill game sessions created with this matchmaking configuration. Specify
MANUAL when your game manages backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a 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
.BackfillMode
public UpdateMatchmakingConfigurationRequest withBackfillMode(BackfillMode backfillMode)
The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a 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
.
backfillMode
- The method that is used to backfill game sessions created with this matchmaking configuration. Specify
MANUAL when your game manages backfill requests manually or does not use the match backfill feature.
Specify AUTOMATIC to have GameLift create a 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
.BackfillMode
public void setFlexMatchMode(String flexMatchMode)
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.
flexMatchMode
- 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.
FlexMatchMode
public String getFlexMatchMode()
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.
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.
FlexMatchMode
public UpdateMatchmakingConfigurationRequest withFlexMatchMode(String flexMatchMode)
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.
flexMatchMode
- 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.
FlexMatchMode
public UpdateMatchmakingConfigurationRequest withFlexMatchMode(FlexMatchMode flexMatchMode)
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.
flexMatchMode
- 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.
FlexMatchMode
public String toString()
toString
in class Object
Object.toString()
public UpdateMatchmakingConfigurationRequest clone()
AmazonWebServiceRequest
clone
in class AmazonWebServiceRequest
Object.clone()