/* * Copyright 2018-2023 Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with * the License. A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions * and limitations under the License. */ package com.amazonaws.services.gamelift.model; import java.io.Serializable; import javax.annotation.Generated; import com.amazonaws.AmazonWebServiceRequest; /** * * @see AWS API * Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class StartMatchBackfillRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { /** *
* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match * results. *
*/ private String ticketId; /** *
* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN
* of the matchmaker that was used with the original game session is listed in the GameSession
object,
* MatchmakerData
property.
*
* A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *
*/ private String gameSessionArn; /** ** Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
* Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *
** A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match * results. *
* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. */ public void setTicketId(String ticketId) { this.ticketId = ticketId; } /** ** A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match * results. *
* * @return A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. */ public String getTicketId() { return this.ticketId; } /** ** A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match * results. *
* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withTicketId(String ticketId) { setTicketId(ticketId); return this; } /** *
* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN
* of the matchmaker that was used with the original game session is listed in the GameSession
object,
* MatchmakerData
property.
*
GameSession
object, MatchmakerData
property.
*/
public void setConfigurationName(String configurationName) {
this.configurationName = configurationName;
}
/**
*
* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN
* of the matchmaker that was used with the original game session is listed in the GameSession
object,
* MatchmakerData
property.
*
GameSession
object, MatchmakerData
property.
*/
public String getConfigurationName() {
return this.configurationName;
}
/**
*
* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN
* of the matchmaker that was used with the original game session is listed in the GameSession
object,
* MatchmakerData
property.
*
GameSession
object, MatchmakerData
property.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public StartMatchBackfillRequest withConfigurationName(String configurationName) {
setConfigurationName(configurationName);
return this;
}
/**
* * A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *
* * @param gameSessionArn * A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. */ public void setGameSessionArn(String gameSessionArn) { this.gameSessionArn = gameSessionArn; } /** ** A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *
* * @return A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. */ public String getGameSessionArn() { return this.gameSessionArn; } /** ** A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *
* * @param gameSessionArn * A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withGameSessionArn(String gameSessionArn) { setGameSessionArn(gameSessionArn); return this; } /** ** Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
* Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
* object, MatchmakerData
property, for all players who are currently assigned to the game
* session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see
* Match Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are * not using backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *
** Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
* Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see
* Match Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *
** Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
* Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setPlayers(java.util.Collection)} or {@link #withPlayers(java.util.Collection)} if you want to override * the existing values. *
* * @param players * Match information on all players that are currently assigned to the game session. This information is used * by the matchmaker to find new players and add them to the existing game. *
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see
* Match Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *
** Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see Match
* Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *
*
* You can include up to 199 Players
in a StartMatchBackfill
request.
*
* PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession
object,
* MatchmakerData
property, for all players who are currently assigned to the game session. The
* matchmaker data is in JSON syntax, formatted as a string. For more details, see
* Match Data.
*
* The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *
** LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *
*