/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Guidelines for use with FlexMatch to match players into games. All
* matchmaking requests must specify a matchmaking configuration.See
* Also:
AWS
* API Reference
A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline MatchmakingConfiguration& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline MatchmakingConfiguration& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A unique identifier for the matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline MatchmakingConfiguration& WithName(const char* value) { SetName(value); return *this;} /** *The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon 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 Amazon GameLift configuration ARN, the
* resource ID matches the Name value.
A descriptive label that is associated with matchmaking configuration.
*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *A descriptive label that is associated with matchmaking configuration.
*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *A descriptive label that is associated with matchmaking configuration.
*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *A descriptive label that is associated with matchmaking configuration.
*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *A descriptive label that is associated with matchmaking configuration.
*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *A descriptive label that is associated with matchmaking configuration.
*/ inline MatchmakingConfiguration& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *A descriptive label that is associated with matchmaking configuration.
*/ inline MatchmakingConfiguration& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *A descriptive label that is associated with matchmaking configuration.
*/ inline MatchmakingConfiguration& WithDescription(const char* value) { SetDescription(value); return *this;} /** *The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift game session queue resource and uniquely
* identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::gamesessionqueue/<queue
* name>
. Queues can be located in any Region. Queues are used to start
* new Amazon GameLift-hosted game sessions for matches that are created with this
* matchmaking configuration. This property is not set when
* FlexMatchMode
is set to STANDALONE
.
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.
*/ inline int GetRequestTimeoutSeconds() const{ return m_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.
*/ inline bool RequestTimeoutSecondsHasBeenSet() const { return m_requestTimeoutSecondsHasBeenSet; } /** *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.
*/ inline void SetRequestTimeoutSeconds(int value) { m_requestTimeoutSecondsHasBeenSet = true; m_requestTimeoutSeconds = value; } /** *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.
*/ inline MatchmakingConfiguration& WithRequestTimeoutSeconds(int value) { SetRequestTimeoutSeconds(value); return *this;} /** *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.
*/ inline int GetAcceptanceTimeoutSeconds() const{ return m_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.
*/ inline bool AcceptanceTimeoutSecondsHasBeenSet() const { return m_acceptanceTimeoutSecondsHasBeenSet; } /** *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.
*/ inline void SetAcceptanceTimeoutSeconds(int value) { m_acceptanceTimeoutSecondsHasBeenSet = true; m_acceptanceTimeoutSeconds = value; } /** *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.
*/ inline MatchmakingConfiguration& WithAcceptanceTimeoutSeconds(int value) { SetAcceptanceTimeoutSeconds(value); return *this;} /** *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.
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.
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.
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.
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.
*/ inline const Aws::String& GetRuleSetName() const{ return m_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.
*/ inline bool RuleSetNameHasBeenSet() const { return m_ruleSetNameHasBeenSet; } /** *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.
*/ inline void SetRuleSetName(const Aws::String& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = value; } /** *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.
*/ inline void SetRuleSetName(Aws::String&& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = std::move(value); } /** *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.
*/ inline void SetRuleSetName(const char* value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName.assign(value); } /** *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.
*/ inline MatchmakingConfiguration& WithRuleSetName(const Aws::String& value) { SetRuleSetName(value); return *this;} /** *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.
*/ inline MatchmakingConfiguration& WithRuleSetName(Aws::String&& value) { SetRuleSetName(std::move(value)); return *this;} /** *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.
*/ inline MatchmakingConfiguration& WithRuleSetName(const char* value) { SetRuleSetName(value); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline const Aws::String& GetRuleSetArn() const{ return m_ruleSetArn; } /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline bool RuleSetArnHasBeenSet() const { return m_ruleSetArnHasBeenSet; } /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline void SetRuleSetArn(const Aws::String& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = value; } /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline void SetRuleSetArn(Aws::String&& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = std::move(value); } /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline void SetRuleSetArn(const char* value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn.assign(value); } /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline MatchmakingConfiguration& WithRuleSetArn(const Aws::String& value) { SetRuleSetArn(value); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline MatchmakingConfiguration& WithRuleSetArn(Aws::String&& value) { SetRuleSetArn(std::move(value)); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift matchmaking rule set resource that this * configuration uses.
*/ inline MatchmakingConfiguration& WithRuleSetArn(const char* value) { SetRuleSetArn(value); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline const Aws::String& GetNotificationTarget() const{ return m_notificationTarget; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(const Aws::String& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = value; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(Aws::String&& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = std::move(value); } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(const char* value) { m_notificationTargetHasBeenSet = true; m_notificationTarget.assign(value); } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline MatchmakingConfiguration& WithNotificationTarget(const Aws::String& value) { SetNotificationTarget(value); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline MatchmakingConfiguration& WithNotificationTarget(Aws::String&& value) { SetNotificationTarget(std::move(value)); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline MatchmakingConfiguration& WithNotificationTarget(const char* value) { SetNotificationTarget(value); return *this;} /** *The number of player slots in a match to keep open for future players. For
* example, if the configuration's rule set specifies a match for a single
* 10-person team, and the additional player count is set to 2, 10 players will be
* selected for the match and 2 more player slots will be open for future players.
* This parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
The number of player slots in a match to keep open for future players. For
* example, if the configuration's rule set specifies a match for a single
* 10-person team, and the additional player count is set to 2, 10 players will be
* selected for the match and 2 more player slots will be open for future players.
* This parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
The number of player slots in a match to keep open for future players. For
* example, if the configuration's rule set specifies a match for a single
* 10-person team, and the additional player count is set to 2, 10 players will be
* selected for the match and 2 more player slots will be open for future players.
* This parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
The number of player slots in a match to keep open for future players. For
* example, if the configuration's rule set specifies a match for a single
* 10-person team, and the additional player count is set to 2, 10 players will be
* selected for the match and 2 more player slots will be open for future players.
* This parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
Information to attach to all events related to the matchmaking configuration. *
*/ inline const Aws::String& GetCustomEventData() const{ return m_customEventData; } /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; } /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline void SetCustomEventData(const Aws::String& value) { m_customEventDataHasBeenSet = true; m_customEventData = value; } /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline void SetCustomEventData(Aws::String&& value) { m_customEventDataHasBeenSet = true; m_customEventData = std::move(value); } /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline void SetCustomEventData(const char* value) { m_customEventDataHasBeenSet = true; m_customEventData.assign(value); } /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline MatchmakingConfiguration& WithCustomEventData(const Aws::String& value) { SetCustomEventData(value); return *this;} /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline MatchmakingConfiguration& WithCustomEventData(Aws::String&& value) { SetCustomEventData(std::move(value)); return *this;} /** *Information to attach to all events related to the matchmaking configuration. *
*/ inline MatchmakingConfiguration& WithCustomEventData(const char* value) { SetCustomEventData(value); return *this;} /** *A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process with a request to start a
* new game session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
A set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process with a request to start a new game
* session (see Start
* a Game Session). This information is added to the new
* GameSession
object that is created for a successful match. This
* parameter is not used when FlexMatchMode
is set to
* STANDALONE
.
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
* backfill 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
.
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
* backfill 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
.
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
* backfill 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
.
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
* backfill 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
.
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
* backfill 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
.
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
* backfill 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
.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.
Indicates whether this matchmaking configuration is being used with Amazon * GameLift hosting or as a standalone matchmaking solution.
* STANDALONE - FlexMatch forms matches and returns match information, * including players and team assignments, in a * MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch * forms matches and uses the specified Amazon GameLift queue to start a game * session for the match.