@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class MatchmakingConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Constructor and Description |
---|
MatchmakingConfiguration() |
Modifier and Type | Method and Description |
---|---|
MatchmakingConfiguration |
clone() |
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 used to backfill game sessions created with this matchmaking configuration.
|
String |
getConfigurationArn()
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it.
|
Date |
getCreationTime()
A time stamp indicating when this data object was created.
|
String |
getCustomEventData()
Information to attach 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.
|
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 |
getRuleSetArn()
The Amazon Resource Name (ARN)
associated with the GameLift matchmaking rule set resource that this configuration uses.
|
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 |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
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 used to backfill game sessions created with this matchmaking configuration.
|
void |
setConfigurationArn(String configurationArn)
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it.
|
void |
setCreationTime(Date creationTime)
A time stamp indicating when this data object was created.
|
void |
setCustomEventData(String customEventData)
Information to attach 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.
|
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 |
setRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN)
associated with the GameLift matchmaking rule set resource that this configuration uses.
|
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.
|
MatchmakingConfiguration |
withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
MatchmakingConfiguration |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
|
MatchmakingConfiguration |
withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
MatchmakingConfiguration |
withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration |
withBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration |
withConfigurationArn(String configurationArn)
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it.
|
MatchmakingConfiguration |
withCreationTime(Date creationTime)
A time stamp indicating when this data object was created.
|
MatchmakingConfiguration |
withCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
|
MatchmakingConfiguration |
withDescription(String description)
A descriptive label that is associated with matchmaking configuration.
|
MatchmakingConfiguration |
withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
MatchmakingConfiguration |
withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
matchmaking solution.
|
MatchmakingConfiguration |
withGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
MatchmakingConfiguration |
withGameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key:value pairs.
|
MatchmakingConfiguration |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
MatchmakingConfiguration |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration |
withGameSessionQueueArns(String... gameSessionQueueArns)
The Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration |
withName(String name)
A unique identifier for the matchmaking configuration.
|
MatchmakingConfiguration |
withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
MatchmakingConfiguration |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
MatchmakingConfiguration |
withRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN)
associated with the GameLift matchmaking rule set resource that this configuration uses.
|
MatchmakingConfiguration |
withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration.
|
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 MatchmakingConfiguration 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 setConfigurationArn(String configurationArn)
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique
across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In
a GameLift configuration ARN, the resource ID matches the Name value.
configurationArn
- The Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all
Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.public String getConfigurationArn()
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique
across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In
a GameLift configuration ARN, the resource ID matches the Name value.
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name value.public MatchmakingConfiguration withConfigurationArn(String configurationArn)
The Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique
across all Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In
a GameLift configuration ARN, the resource ID matches the Name value.
configurationArn
- The Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all
Regions. Format is
arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>
. In a GameLift configuration ARN, the resource ID matches the Name 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 MatchmakingConfiguration 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. This property is not set when FlexMatchMode
is set to
STANDALONE
.
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. This property is not set when FlexMatchMode
is
set to STANDALONE
.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. This property is not set when FlexMatchMode
is set to
STANDALONE
.
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. This property is not set when FlexMatchMode
is
set to STANDALONE
.public MatchmakingConfiguration 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. This property is not set when FlexMatchMode
is set to
STANDALONE
.
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. This property is not set when FlexMatchMode
is
set to STANDALONE
.public MatchmakingConfiguration 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. This property is not set when FlexMatchMode
is set to
STANDALONE
.
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. This property is not set when FlexMatchMode
is
set to STANDALONE
.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 MatchmakingConfiguration 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. 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 acceptance is required.
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 acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
public MatchmakingConfiguration withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. 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 acceptance is required.
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 indicates whether a match that was created with this configuration must be accepted by the matched
players. To require acceptance, set to TRUE. When this option is 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. When this option is 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. When this option is 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 MatchmakingConfiguration 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. When this option is 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. When this option is 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. When this option is 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. 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. 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. A matchmaking configuration can only use rule sets that are defined in the same Region.
public MatchmakingConfiguration withRuleSetName(String ruleSetName)
A unique identifier for the matchmaking rule set to use with this configuration. 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. A matchmaking
configuration can only use rule sets that are defined in the same Region.public void setRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
ruleSetArn
- The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.public String getRuleSetArn()
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
public MatchmakingConfiguration withRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
ruleSetArn
- The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.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 MatchmakingConfiguration 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, 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 when 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 when 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 when FlexMatchMode
is set to
STANDALONE
.
FlexMatchMode
is set to STANDALONE
.public MatchmakingConfiguration 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 when 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 when FlexMatchMode
is set
to STANDALONE
.public void setCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
customEventData
- Information to attach to all events related to the matchmaking configuration.public String getCustomEventData()
Information to attach to all events related to the matchmaking configuration.
public MatchmakingConfiguration withCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
customEventData
- Information to attach to all events related to the matchmaking configuration.public void setCreationTime(Date creationTime)
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
creationTime
- A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).public Date getCreationTime()
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
"1469498468.057"
).public MatchmakingConfiguration withCreationTime(Date creationTime)
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
creationTime
- A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).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 when 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 when 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 when FlexMatchMode
is set to
STANDALONE
.public MatchmakingConfiguration 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 when 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 when FlexMatchMode
is set to
STANDALONE
.public MatchmakingConfiguration 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 when 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 when 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 when 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 when 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 when FlexMatchMode
is set to STANDALONE
.
FlexMatchMode
is set to
STANDALONE
.public MatchmakingConfiguration 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 when 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 when FlexMatchMode
is set to
STANDALONE
.public void setBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the
game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift
creates StartMatchBackfill requests 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 created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests 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 created with this matchmaking configuration. MANUAL indicates that the
game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift
creates StartMatchBackfill requests 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 MatchmakingConfiguration withBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the
game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift
creates StartMatchBackfill requests 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 created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests 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 MatchmakingConfiguration withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the
game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift
creates StartMatchBackfill requests 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 created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests 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 MatchmakingConfiguration 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 MatchmakingConfiguration 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 MatchmakingConfiguration clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.