@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class MatchmakingConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Constructor and Description |
---|
MatchmakingConfiguration() |
Modifier and Type | Method and Description |
---|---|
MatchmakingConfiguration |
clone() |
boolean |
equals(Object obj) |
Boolean |
getAcceptanceRequired()
Flag that determines whether or not a match that was created with this configuration must be accepted by the
matched players.
|
Integer |
getAcceptanceTimeoutSeconds()
Length of time (in seconds) to wait for players to accept a proposed match.
|
Integer |
getAdditionalPlayerCount()
Number of player slots in a match to keep open for future players.
|
Date |
getCreationTime()
Time stamp indicating when this data object was created.
|
String |
getCustomEventData()
Information to attached to all events related to the matchmaking configuration.
|
String |
getDescription()
Descriptive label that is associated with matchmaking configuration.
|
List<GameProperty> |
getGameProperties()
Set of developer-defined properties for a game session, formatted as a set of type:value pairs.
|
String |
getGameSessionData()
Set of developer-defined game session properties, formatted as a single string value.
|
List<String> |
getGameSessionQueueArns()
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it.
|
String |
getName()
Unique identifier for a matchmaking configuration.
|
String |
getNotificationTarget()
SNS topic ARN that is set up to receive matchmaking notifications.
|
Integer |
getRequestTimeoutSeconds()
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
String |
getRuleSetName()
Unique identifier for a matchmaking rule set to use with this configuration.
|
int |
hashCode() |
Boolean |
isAcceptanceRequired()
Flag that determines whether or not a match that was created with this configuration must be accepted by the
matched players.
|
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setAcceptanceRequired(Boolean acceptanceRequired)
Flag that determines whether or not a match that was created with this configuration must be accepted by the
matched players.
|
void |
setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
Length of time (in seconds) to wait for players to accept a proposed match.
|
void |
setAdditionalPlayerCount(Integer additionalPlayerCount)
Number of player slots in a match to keep open for future players.
|
void |
setCreationTime(Date creationTime)
Time stamp indicating when this data object was created.
|
void |
setCustomEventData(String customEventData)
Information to attached to all events related to the matchmaking configuration.
|
void |
setDescription(String description)
Descriptive label that is associated with matchmaking configuration.
|
void |
setGameProperties(Collection<GameProperty> gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs.
|
void |
setGameSessionData(String gameSessionData)
Set of developer-defined game session properties, formatted as a single string value.
|
void |
setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it.
|
void |
setName(String name)
Unique identifier for a matchmaking configuration.
|
void |
setNotificationTarget(String notificationTarget)
SNS topic ARN that is set up to receive matchmaking notifications.
|
void |
setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
void |
setRuleSetName(String ruleSetName)
Unique identifier for a matchmaking rule set to use with this configuration.
|
String |
toString()
Returns a string representation of this object; useful for testing and debugging.
|
MatchmakingConfiguration |
withAcceptanceRequired(Boolean acceptanceRequired)
Flag that determines whether or not a match that was created with this configuration must be accepted by the
matched players.
|
MatchmakingConfiguration |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
Length of time (in seconds) to wait for players to accept a proposed match.
|
MatchmakingConfiguration |
withAdditionalPlayerCount(Integer additionalPlayerCount)
Number of player slots in a match to keep open for future players.
|
MatchmakingConfiguration |
withCreationTime(Date creationTime)
Time stamp indicating when this data object was created.
|
MatchmakingConfiguration |
withCustomEventData(String customEventData)
Information to attached to all events related to the matchmaking configuration.
|
MatchmakingConfiguration |
withDescription(String description)
Descriptive label that is associated with matchmaking configuration.
|
MatchmakingConfiguration |
withGameProperties(Collection<GameProperty> gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs.
|
MatchmakingConfiguration |
withGameProperties(GameProperty... gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs.
|
MatchmakingConfiguration |
withGameSessionData(String gameSessionData)
Set of developer-defined game session properties, formatted as a single string value.
|
MatchmakingConfiguration |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it.
|
MatchmakingConfiguration |
withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it.
|
MatchmakingConfiguration |
withName(String name)
Unique identifier for a matchmaking configuration.
|
MatchmakingConfiguration |
withNotificationTarget(String notificationTarget)
SNS topic ARN that is set up to receive matchmaking notifications.
|
MatchmakingConfiguration |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
MatchmakingConfiguration |
withRuleSetName(String ruleSetName)
Unique identifier for a matchmaking rule set to use with this configuration.
|
public void setName(String name)
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- Unique identifier for a matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public String getName()
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public MatchmakingConfiguration withName(String name)
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- Unique identifier for a matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public void setDescription(String description)
Descriptive label that is associated with matchmaking configuration.
description
- Descriptive label that is associated with matchmaking configuration.public String getDescription()
Descriptive label that is associated with matchmaking configuration.
public MatchmakingConfiguration withDescription(String description)
Descriptive label that is associated with matchmaking configuration.
description
- Descriptive label that is associated with matchmaking configuration.public List<String> getGameSessionQueueArns()
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These
queues are used when placing game sessions for matches that are created with this matchmaking
configuration. Queues can be located in any region.public void setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
gameSessionQueueArns
- Amazon Resource Name (ARN)
that is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These
queues are used when placing game sessions for matches that are created with this matchmaking
configuration. Queues can be located in any region.public MatchmakingConfiguration withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
NOTE: This method appends the values to the existing list (if any). Use
setGameSessionQueueArns(java.util.Collection)
or withGameSessionQueueArns(java.util.Collection)
if you want to override the existing values.
gameSessionQueueArns
- Amazon Resource Name (ARN)
that is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These
queues are used when placing game sessions for matches that are created with this matchmaking
configuration. Queues can be located in any region.public MatchmakingConfiguration withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that
is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are
used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be
located in any region.
gameSessionQueueArns
- Amazon Resource Name (ARN)
that is assigned to a game session queue and uniquely identifies it. Format is
arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These
queues are used when placing game sessions for matches that are created with this matchmaking
configuration. Queues can be located in any region.public void setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
requestTimeoutSeconds
- Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests
that time out can be resubmitted as needed.public Integer getRequestTimeoutSeconds()
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
public MatchmakingConfiguration withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
requestTimeoutSeconds
- Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests
that time out can be resubmitted as needed.public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.public Integer getAcceptanceTimeoutSeconds()
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
public MatchmakingConfiguration withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.public void setAcceptanceRequired(Boolean acceptanceRequired)
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
acceptanceRequired
- Flag that determines whether or not a match that was created with this configuration must be accepted by
the matched players. To require acceptance, set to TRUE.public Boolean getAcceptanceRequired()
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
public MatchmakingConfiguration withAcceptanceRequired(Boolean acceptanceRequired)
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
acceptanceRequired
- Flag that determines whether or not a match that was created with this configuration must be accepted by
the matched players. To require acceptance, set to TRUE.public Boolean isAcceptanceRequired()
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
public void setRuleSetName(String ruleSetName)
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
ruleSetName
- Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration
can only use rule sets that are defined in the same region.public String getRuleSetName()
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
public MatchmakingConfiguration withRuleSetName(String ruleSetName)
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
ruleSetName
- Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration
can only use rule sets that are defined in the same region.public void setNotificationTarget(String notificationTarget)
SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget
- SNS topic ARN that is set up to receive matchmaking notifications.public String getNotificationTarget()
SNS topic ARN that is set up to receive matchmaking notifications.
public MatchmakingConfiguration withNotificationTarget(String notificationTarget)
SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget
- SNS topic ARN that is set up to receive matchmaking notifications.public void setAdditionalPlayerCount(Integer additionalPlayerCount)
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
additionalPlayerCount
- 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 12-person team, and the additional player count is set to 2, only
10 players are selected for the match.public Integer getAdditionalPlayerCount()
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
public MatchmakingConfiguration withAdditionalPlayerCount(Integer additionalPlayerCount)
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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
additionalPlayerCount
- 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 12-person team, and the additional player count is set to 2, only
10 players are selected for the match.public void setCustomEventData(String customEventData)
Information to attached to all events related to the matchmaking configuration.
customEventData
- Information to attached to all events related to the matchmaking configuration.public String getCustomEventData()
Information to attached to all events related to the matchmaking configuration.
public MatchmakingConfiguration withCustomEventData(String customEventData)
Information to attached to all events related to the matchmaking configuration.
customEventData
- Information to attached to all events related to the matchmaking configuration.public void setCreationTime(Date creationTime)
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
creationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").public Date getCreationTime()
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
public MatchmakingConfiguration withCreationTime(Date creationTime)
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
creationTime
- Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
milliseconds (for example "1469498468.057").public List<GameProperty> getGameProperties()
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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.
public void setGameProperties(Collection<GameProperty> gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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.
gameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These
properties are included in the GameSession object, which is passed to the game server 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.public MatchmakingConfiguration withGameProperties(GameProperty... gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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.
NOTE: This method appends the values to the existing list (if any). Use
setGameProperties(java.util.Collection)
or withGameProperties(java.util.Collection)
if you want
to override the existing values.
gameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These
properties are included in the GameSession object, which is passed to the game server 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.public MatchmakingConfiguration withGameProperties(Collection<GameProperty> gameProperties)
Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the GameSession object, which is passed to the game server 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.
gameProperties
- Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These
properties are included in the GameSession object, which is passed to the game server 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.public void setGameSessionData(String gameSessionData)
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server 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.
gameSessionData
- Set of developer-defined game session properties, formatted as a single string value. This data is
included in the GameSession object, which is passed to the game server 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.public String getGameSessionData()
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server 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.
public MatchmakingConfiguration withGameSessionData(String gameSessionData)
Set of developer-defined game session properties, formatted as a single string value. This data is included in the GameSession object, which is passed to the game server 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.
gameSessionData
- Set of developer-defined game session properties, formatted as a single string value. This data is
included in the GameSession object, which is passed to the game server 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.public String toString()
toString
in class Object
Object.toString()
public MatchmakingConfiguration clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.Copyright © 2013 Amazon Web Services, Inc. All Rights Reserved.