/* * 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 StartMatchmakingRequest 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 matchmaking ticket status and retrieve match results. *
*/ private String ticketId; /** ** Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *
*/ private String configurationName; /** *
* Information on each player to be matched. This information must include a player ID, and may contain player
* attributes and latency data to be used in the matchmaking process. After a successful match, Player
* objects contain the name of the team the player is assigned to.
*
* You can include up to 10 Players
in a StartMatchmaking
request.
*
* 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 matchmaking 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 matchmaking 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 matchmaking 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 matchmaking 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 matchmaking 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 matchmaking ticket status and * retrieve match results. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withTicketId(String ticketId) { setTicketId(ticketId); return this; } /** ** Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *
* * @param configurationName * Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. */ public void setConfigurationName(String configurationName) { this.configurationName = configurationName; } /** ** Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *
* * @return Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. */ public String getConfigurationName() { return this.configurationName; } /** ** Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *
* * @param configurationName * Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withConfigurationName(String configurationName) { setConfigurationName(configurationName); return this; } /** *
* Information on each player to be matched. This information must include a player ID, and may contain player
* attributes and latency data to be used in the matchmaking process. After a successful match, Player
* objects contain the name of the team the player is assigned to.
*
* You can include up to 10 Players
in a StartMatchmaking
request.
*
Player
objects contain the name of the team the player is assigned to.
*
* You can include up to 10
* Information on each player to be matched. This information must include a player ID, and may contain player
* attributes and latency data to be used in the matchmaking process. After a successful match,
* You can include up to 10 Players
in a StartMatchmaking
request.
*/
public java.util.ListPlayer
* objects contain the name of the team the player is assigned to.
* Players
in a StartMatchmaking
request.
* Player
objects contain the name of the team the player is assigned to.
* You can include up to 10
* Information on each player to be matched. This information must include a player ID, and may contain player
* attributes and latency data to be used in the matchmaking process. After a successful match,
* You can include up to 10
* 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.
* Players
in a StartMatchmaking
request.
*/
public void setPlayers(java.util.CollectionPlayer
* objects contain the name of the team the player is assigned to.
* Players
in a StartMatchmaking
request.
* Player
objects contain the name of the team the player is assigned to.
* You can include up to 10
* Information on each player to be matched. This information must include a player ID, and may contain player
* attributes and latency data to be used in the matchmaking process. After a successful match,
* You can include up to 10 Players
in a StartMatchmaking
request.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public StartMatchmakingRequest withPlayers(Player... players) {
if (this.players == null) {
setPlayers(new java.util.ArrayListPlayer
* objects contain the name of the team the player is assigned to.
* Players
in a StartMatchmaking
request.
* Player
objects contain the name of the team the player is assigned to.
* You can include up to 10 Players
in a StartMatchmaking
request.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public StartMatchmakingRequest withPlayers(java.util.Collection