/******************************************************************************* * Copyright 2012-2019 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. * ***************************************************************************** * * AWS Tools for Windows (TM) PowerShell (TM) * */ using System; using System.Collections.Generic; using System.Linq; using System.Management.Automation; using System.Text; using Amazon.PowerShell.Common; using Amazon.Runtime; using Amazon.GameLift; using Amazon.GameLift.Model; namespace Amazon.PowerShell.Cmdlets.GML { /// /// Updates settings for a FlexMatch matchmaking configuration. These changes affect all /// matches and game sessions that are created after the update. To update settings, specify /// the configuration name to be updated and provide the new settings. /// /// /// Learn more /// Design a FlexMatch matchmaker /// [Cmdlet("Update", "GMLMatchmakingConfiguration", SupportsShouldProcess = true, ConfirmImpact = ConfirmImpact.Medium)] [OutputType("Amazon.GameLift.Model.MatchmakingConfiguration")] [AWSCmdlet("Calls the Amazon GameLift Service UpdateMatchmakingConfiguration API operation.", Operation = new[] {"UpdateMatchmakingConfiguration"}, SelectReturnType = typeof(Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse))] [AWSCmdletOutput("Amazon.GameLift.Model.MatchmakingConfiguration or Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse", "This cmdlet returns an Amazon.GameLift.Model.MatchmakingConfiguration object.", "The service call response (type Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse) can also be referenced from properties attached to the cmdlet entry in the $AWSHistory stack." )] public partial class UpdateGMLMatchmakingConfigurationCmdlet : AmazonGameLiftClientCmdlet, IExecutor { #region Parameter AcceptanceRequired /// /// /// 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. With this /// option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE /// to indicate when a completed potential match is waiting for player acceptance. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.Boolean? AcceptanceRequired { get; set; } #endregion #region Parameter AcceptanceTimeoutSecond /// /// /// The length of time (in seconds) to wait for players to accept a proposed match, if /// acceptance is required. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [Alias("AcceptanceTimeoutSeconds")] public System.Int32? AcceptanceTimeoutSecond { get; set; } #endregion #region Parameter AdditionalPlayerCount /// /// /// 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 /// if FlexMatchMode is set to STANDALONE. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.Int32? AdditionalPlayerCount { get; set; } #endregion #region Parameter BackfillMode /// /// /// The method that is used to backfill game sessions created with this matchmaking configuration. /// Specify MANUAL when your game manages backfill requests manually or does not use the /// match backfill feature. Specify AUTOMATIC to have GameLift create a match backfill /// request 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. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [AWSConstantClassSource("Amazon.GameLift.BackfillMode")] public Amazon.GameLift.BackfillMode BackfillMode { get; set; } #endregion #region Parameter CustomEventData /// /// /// Information to add to all events related to the matchmaking configuration. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.String CustomEventData { get; set; } #endregion #region Parameter Description /// /// /// A description for the matchmaking configuration. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.String Description { get; set; } #endregion #region Parameter FlexMatchMode /// /// /// Indicates whether this matchmaking configuration is being used with Amazon GameLift /// hosting or as a standalone matchmaking solution. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [AWSConstantClassSource("Amazon.GameLift.FlexMatchMode")] public Amazon.GameLift.FlexMatchMode FlexMatchMode { get; set; } #endregion #region Parameter GameProperty /// /// /// 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 if FlexMatchMode /// is set to STANDALONE. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [Alias("GameProperties")] public Amazon.GameLift.Model.GameProperty[] GameProperty { get; set; } #endregion #region Parameter GameSessionData /// /// /// 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 game session that is created /// for a successful match. This parameter is not used if FlexMatchMode is /// set to STANDALONE. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.String GameSessionData { get; set; } #endregion #region Parameter GameSessionQueueArn /// /// /// 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. If FlexMatchMode is set to STANDALONE, do /// not set this parameter. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [Alias("GameSessionQueueArns")] public System.String[] GameSessionQueueArn { get; set; } #endregion #region Parameter Name /// /// /// A unique identifier for the matchmaking configuration to update. You can use either /// the configuration name or ARN value. /// /// #if !MODULAR [System.Management.Automation.Parameter(Position = 0, ValueFromPipelineByPropertyName = true, ValueFromPipeline = true)] #else [System.Management.Automation.Parameter(Position = 0, ValueFromPipelineByPropertyName = true, ValueFromPipeline = true, Mandatory = true)] [System.Management.Automation.AllowEmptyString] [System.Management.Automation.AllowNull] #endif [Amazon.PowerShell.Common.AWSRequiredParameter] public System.String Name { get; set; } #endregion #region Parameter NotificationTarget /// /// /// An SNS topic ARN that is set up to receive matchmaking notifications. See /// Setting up notifications for matchmaking for more information. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.String NotificationTarget { get; set; } #endregion #region Parameter RequestTimeoutSecond /// /// /// 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. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] [Alias("RequestTimeoutSeconds")] public System.Int32? RequestTimeoutSecond { get; set; } #endregion #region Parameter RuleSetName /// /// /// A unique identifier for the matchmaking rule set to use with this configuration. You /// can use either the rule set name or ARN value. A matchmaking configuration can only /// use rule sets that are defined in the same Region. /// /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public System.String RuleSetName { get; set; } #endregion #region Parameter Select /// /// Use the -Select parameter to control the cmdlet output. The default value is 'Configuration'. /// Specifying -Select '*' will result in the cmdlet returning the whole service response (Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse). /// Specifying the name of a property of type Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse will result in that property being returned. /// Specifying -Select '^ParameterName' will result in the cmdlet returning the selected cmdlet parameter value. /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public string Select { get; set; } = "Configuration"; #endregion #region Parameter PassThru /// /// Changes the cmdlet behavior to return the value passed to the Name parameter. /// The -PassThru parameter is deprecated, use -Select '^Name' instead. This parameter will be removed in a future version. /// [System.Obsolete("The -PassThru parameter is deprecated, use -Select '^Name' instead. This parameter will be removed in a future version.")] [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public SwitchParameter PassThru { get; set; } #endregion #region Parameter Force /// /// This parameter overrides confirmation prompts to force /// the cmdlet to continue its operation. This parameter should always /// be used with caution. /// [System.Management.Automation.Parameter(ValueFromPipelineByPropertyName = true)] public SwitchParameter Force { get; set; } #endregion protected override void ProcessRecord() { this._AWSSignerType = "v4"; base.ProcessRecord(); var resourceIdentifiersText = FormatParameterValuesForConfirmationMsg(nameof(this.Name), MyInvocation.BoundParameters); if (!ConfirmShouldProceed(this.Force.IsPresent, resourceIdentifiersText, "Update-GMLMatchmakingConfiguration (UpdateMatchmakingConfiguration)")) { return; } var context = new CmdletContext(); // allow for manipulation of parameters prior to loading into context PreExecutionContextLoad(context); #pragma warning disable CS0618, CS0612 //A class member was marked with the Obsolete attribute if (ParameterWasBound(nameof(this.Select))) { context.Select = CreateSelectDelegate(Select) ?? throw new System.ArgumentException("Invalid value for -Select parameter.", nameof(this.Select)); if (this.PassThru.IsPresent) { throw new System.ArgumentException("-PassThru cannot be used when -Select is specified.", nameof(this.Select)); } } else if (this.PassThru.IsPresent) { context.Select = (response, cmdlet) => this.Name; } #pragma warning restore CS0618, CS0612 //A class member was marked with the Obsolete attribute context.AcceptanceRequired = this.AcceptanceRequired; context.AcceptanceTimeoutSecond = this.AcceptanceTimeoutSecond; context.AdditionalPlayerCount = this.AdditionalPlayerCount; context.BackfillMode = this.BackfillMode; context.CustomEventData = this.CustomEventData; context.Description = this.Description; context.FlexMatchMode = this.FlexMatchMode; if (this.GameProperty != null) { context.GameProperty = new List(this.GameProperty); } context.GameSessionData = this.GameSessionData; if (this.GameSessionQueueArn != null) { context.GameSessionQueueArn = new List(this.GameSessionQueueArn); } context.Name = this.Name; #if MODULAR if (this.Name == null && ParameterWasBound(nameof(this.Name))) { WriteWarning("You are passing $null as a value for parameter Name which is marked as required. In case you believe this parameter was incorrectly marked as required, report this by opening an issue at https://github.com/aws/aws-tools-for-powershell/issues."); } #endif context.NotificationTarget = this.NotificationTarget; context.RequestTimeoutSecond = this.RequestTimeoutSecond; context.RuleSetName = this.RuleSetName; // allow further manipulation of loaded context prior to processing PostExecutionContextLoad(context); var output = Execute(context) as CmdletOutput; ProcessOutput(output); } #region IExecutor Members public object Execute(ExecutorContext context) { var cmdletContext = context as CmdletContext; // create request var request = new Amazon.GameLift.Model.UpdateMatchmakingConfigurationRequest(); if (cmdletContext.AcceptanceRequired != null) { request.AcceptanceRequired = cmdletContext.AcceptanceRequired.Value; } if (cmdletContext.AcceptanceTimeoutSecond != null) { request.AcceptanceTimeoutSeconds = cmdletContext.AcceptanceTimeoutSecond.Value; } if (cmdletContext.AdditionalPlayerCount != null) { request.AdditionalPlayerCount = cmdletContext.AdditionalPlayerCount.Value; } if (cmdletContext.BackfillMode != null) { request.BackfillMode = cmdletContext.BackfillMode; } if (cmdletContext.CustomEventData != null) { request.CustomEventData = cmdletContext.CustomEventData; } if (cmdletContext.Description != null) { request.Description = cmdletContext.Description; } if (cmdletContext.FlexMatchMode != null) { request.FlexMatchMode = cmdletContext.FlexMatchMode; } if (cmdletContext.GameProperty != null) { request.GameProperties = cmdletContext.GameProperty; } if (cmdletContext.GameSessionData != null) { request.GameSessionData = cmdletContext.GameSessionData; } if (cmdletContext.GameSessionQueueArn != null) { request.GameSessionQueueArns = cmdletContext.GameSessionQueueArn; } if (cmdletContext.Name != null) { request.Name = cmdletContext.Name; } if (cmdletContext.NotificationTarget != null) { request.NotificationTarget = cmdletContext.NotificationTarget; } if (cmdletContext.RequestTimeoutSecond != null) { request.RequestTimeoutSeconds = cmdletContext.RequestTimeoutSecond.Value; } if (cmdletContext.RuleSetName != null) { request.RuleSetName = cmdletContext.RuleSetName; } CmdletOutput output; // issue call var client = Client ?? CreateClient(_CurrentCredentials, _RegionEndpoint); try { var response = CallAWSServiceOperation(client, request); object pipelineOutput = null; pipelineOutput = cmdletContext.Select(response, this); output = new CmdletOutput { PipelineOutput = pipelineOutput, ServiceResponse = response }; } catch (Exception e) { output = new CmdletOutput { ErrorResponse = e }; } return output; } public ExecutorContext CreateContext() { return new CmdletContext(); } #endregion #region AWS Service Operation Call private Amazon.GameLift.Model.UpdateMatchmakingConfigurationResponse CallAWSServiceOperation(IAmazonGameLift client, Amazon.GameLift.Model.UpdateMatchmakingConfigurationRequest request) { Utils.Common.WriteVerboseEndpointMessage(this, client.Config, "Amazon GameLift Service", "UpdateMatchmakingConfiguration"); try { #if DESKTOP return client.UpdateMatchmakingConfiguration(request); #elif CORECLR return client.UpdateMatchmakingConfigurationAsync(request).GetAwaiter().GetResult(); #else #error "Unknown build edition" #endif } catch (AmazonServiceException exc) { var webException = exc.InnerException as System.Net.WebException; if (webException != null) { throw new Exception(Utils.Common.FormatNameResolutionFailureMessage(client.Config, webException.Message), webException); } throw; } } #endregion internal partial class CmdletContext : ExecutorContext { public System.Boolean? AcceptanceRequired { get; set; } public System.Int32? AcceptanceTimeoutSecond { get; set; } public System.Int32? AdditionalPlayerCount { get; set; } public Amazon.GameLift.BackfillMode BackfillMode { get; set; } public System.String CustomEventData { get; set; } public System.String Description { get; set; } public Amazon.GameLift.FlexMatchMode FlexMatchMode { get; set; } public List GameProperty { get; set; } public System.String GameSessionData { get; set; } public List GameSessionQueueArn { get; set; } public System.String Name { get; set; } public System.String NotificationTarget { get; set; } public System.Int32? RequestTimeoutSecond { get; set; } public System.String RuleSetName { get; set; } public System.Func Select { get; set; } = (response, cmdlet) => response.Configuration; } } }