/* * 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. *

*/ private String configurationName; /** *

* 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. *

* */ private java.util.List players; /** *

* 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. *

* * @param 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. */ 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. *

* * @return 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. */ 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. *

* * @param 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. * @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. *

* * * @return 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. *

*