/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Set of rule statements, used with FlexMatch, that determine how to build your * player matches. Each rule set describes a type of group to be created and * defines the parameters for acceptable player matches.

A rule set may * define the following elements for a match. For detailed information and examples * showing how to construct a rule set, see Build * a FlexMatch rule set.

  • Teams -- Required. A rule set must * define one or multiple teams for the match and set minimum and maximum team * sizes. For example, a rule set might describe a 4x4 match that requires all * eight slots to be filled.

  • Player attributes -- Optional. * These attributes specify a set of player characteristics to evaluate when * looking for a match. Matchmaking requests that use a rule set with player * attributes must provide the corresponding attribute values. For example, an * attribute might specify a player's skill or level.

  • Rules -- * Optional. Rules define how to evaluate potential players for a match based on * player attributes. A rule might specify minimum requirements for individual * players, teams, or entire matches. For example, a rule might require each player * to meet a certain skill level, each team to have at least one player in a * certain role, or the match to have a minimum average skill level. or may * describe an entire group--such as all teams must be evenly matched or have at * least one player in a certain role.

  • Expansions -- Optional. * Expansions allow you to relax the rules after a period of time when no * acceptable matches are found. This feature lets you balance getting players into * games in a reasonable amount of time instead of making them wait indefinitely * for the best possible match. For example, you might use an expansion to increase * the maximum skill variance between players after 30 seconds.

  • *

See Also:

AWS * API Reference

*/ class MatchmakingRuleSet { public: AWS_GAMELIFT_API MatchmakingRuleSet(); AWS_GAMELIFT_API MatchmakingRuleSet(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API MatchmakingRuleSet& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for the matchmaking rule set

*/ inline const Aws::String& GetRuleSetName() const{ return m_ruleSetName; } /** *

A unique identifier for the matchmaking rule set

*/ inline bool RuleSetNameHasBeenSet() const { return m_ruleSetNameHasBeenSet; } /** *

A unique identifier for the matchmaking rule set

*/ inline void SetRuleSetName(const Aws::String& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = value; } /** *

A unique identifier for the matchmaking rule set

*/ inline void SetRuleSetName(Aws::String&& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = std::move(value); } /** *

A unique identifier for the matchmaking rule set

*/ inline void SetRuleSetName(const char* value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName.assign(value); } /** *

A unique identifier for the matchmaking rule set

*/ inline MatchmakingRuleSet& WithRuleSetName(const Aws::String& value) { SetRuleSetName(value); return *this;} /** *

A unique identifier for the matchmaking rule set

*/ inline MatchmakingRuleSet& WithRuleSetName(Aws::String&& value) { SetRuleSetName(std::move(value)); return *this;} /** *

A unique identifier for the matchmaking rule set

*/ inline MatchmakingRuleSet& WithRuleSetName(const char* value) { SetRuleSetName(value); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline const Aws::String& GetRuleSetArn() const{ return m_ruleSetArn; } /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline bool RuleSetArnHasBeenSet() const { return m_ruleSetArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline void SetRuleSetArn(const Aws::String& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = value; } /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline void SetRuleSetArn(Aws::String&& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline void SetRuleSetArn(const char* value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn.assign(value); } /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline MatchmakingRuleSet& WithRuleSetArn(const Aws::String& value) { SetRuleSetArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline MatchmakingRuleSet& WithRuleSetArn(Aws::String&& value) { SetRuleSetArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely * identifies it. ARNs are unique across all Regions. Format is * arn:aws:gamelift:<region>::matchmakingruleset/<ruleset * name>. In a GameLift rule set ARN, the resource ID matches the * RuleSetName value.

*/ inline MatchmakingRuleSet& WithRuleSetArn(const char* value) { SetRuleSetArn(value); return *this;} /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline const Aws::String& GetRuleSetBody() const{ return m_ruleSetBody; } /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline bool RuleSetBodyHasBeenSet() const { return m_ruleSetBodyHasBeenSet; } /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline void SetRuleSetBody(const Aws::String& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = value; } /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline void SetRuleSetBody(Aws::String&& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = std::move(value); } /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline void SetRuleSetBody(const char* value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody.assign(value); } /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline MatchmakingRuleSet& WithRuleSetBody(const Aws::String& value) { SetRuleSetBody(value); return *this;} /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline MatchmakingRuleSet& WithRuleSetBody(Aws::String&& value) { SetRuleSetBody(std::move(value)); return *this;} /** *

A collection of matchmaking rules, formatted as a JSON string. Comments are * not allowed in JSON, but most elements support a description field.

*/ inline MatchmakingRuleSet& WithRuleSetBody(const char* value) { SetRuleSetBody(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").

*/ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_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").

*/ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline MatchmakingRuleSet& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(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").

*/ inline MatchmakingRuleSet& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} private: Aws::String m_ruleSetName; bool m_ruleSetNameHasBeenSet = false; Aws::String m_ruleSetArn; bool m_ruleSetArnHasBeenSet = false; Aws::String m_ruleSetBody; bool m_ruleSetBodyHasBeenSet = false; Aws::Utils::DateTime m_creationTime; bool m_creationTimeHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws