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commonMain.aws.sdk.kotlin.services.gamelift.model.CreateMatchmakingConfigurationRequest.kt Maven / Gradle / Ivy

// Code generated by smithy-kotlin-codegen. DO NOT EDIT!

package aws.sdk.kotlin.services.gamelift.model



public class CreateMatchmakingConfigurationRequest private constructor(builder: Builder) {
    /**
     * A flag that determines 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.
     */
    public val acceptanceRequired: kotlin.Boolean? = builder.acceptanceRequired
    /**
     * The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
     */
    public val acceptanceTimeoutSeconds: kotlin.Int? = builder.acceptanceTimeoutSeconds
    /**
     * 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`.
     */
    public val additionalPlayerCount: kotlin.Int? = builder.additionalPlayerCount
    /**
     * The method used to backfill game sessions that are 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 Amazon GameLift create a 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](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). Automatic backfill is not available when `FlexMatchMode` is set to `STANDALONE`.
     */
    public val backfillMode: aws.sdk.kotlin.services.gamelift.model.BackfillMode? = builder.backfillMode
    /**
     * Information to be added to all events related to this matchmaking configuration.
     */
    public val customEventData: kotlin.String? = builder.customEventData
    /**
     * A human-readable description of the matchmaking configuration.
     */
    public val description: kotlin.String? = builder.description
    /**
     * Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
     * + **STANDALONE** - FlexMatch forms matches and returns match information, including players and team assignments, in a [ MatchmakingSucceeded](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) event.
     * + **WITH_QUEUE** - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
     */
    public val flexMatchMode: aws.sdk.kotlin.services.gamelift.model.FlexMatchMode? = builder.flexMatchMode
    /**
     * A set of key-value pairs that can store custom data in a game session. For example: `{"Key": "difficulty", "Value": "novice"}`. 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`.
     */
    public val gameProperties: List? = builder.gameProperties
    /**
     * 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](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). 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`.
     */
    public val gameSessionData: kotlin.String? = builder.gameSessionData
    /**
     * The Amazon Resource Name ([ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) 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:::gamesessionqueue/`. 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.
     */
    public val gameSessionQueueArns: List? = builder.gameSessionQueueArns
    /**
     * A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
     */
    public val name: kotlin.String? = builder.name
    /**
     * An SNS topic ARN that is set up to receive matchmaking notifications. See [ Setting up notifications for matchmaking](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) for more information.
     */
    public val notificationTarget: kotlin.String? = builder.notificationTarget
    /**
     * 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.
     */
    public val requestTimeoutSeconds: kotlin.Int? = builder.requestTimeoutSeconds
    /**
     * 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.
     */
    public val ruleSetName: kotlin.String? = builder.ruleSetName
    /**
     * A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging Amazon Web Services Resources](https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the *Amazon Web Services General Reference*.
     */
    public val tags: List? = builder.tags

    public companion object {
        public operator fun invoke(block: Builder.() -> kotlin.Unit): aws.sdk.kotlin.services.gamelift.model.CreateMatchmakingConfigurationRequest = Builder().apply(block).build()
    }

    override fun toString(): kotlin.String = buildString {
        append("CreateMatchmakingConfigurationRequest(")
        append("acceptanceRequired=$acceptanceRequired,")
        append("acceptanceTimeoutSeconds=$acceptanceTimeoutSeconds,")
        append("additionalPlayerCount=$additionalPlayerCount,")
        append("backfillMode=$backfillMode,")
        append("customEventData=$customEventData,")
        append("description=$description,")
        append("flexMatchMode=$flexMatchMode,")
        append("gameProperties=$gameProperties,")
        append("gameSessionData=$gameSessionData,")
        append("gameSessionQueueArns=$gameSessionQueueArns,")
        append("name=$name,")
        append("notificationTarget=$notificationTarget,")
        append("requestTimeoutSeconds=$requestTimeoutSeconds,")
        append("ruleSetName=$ruleSetName,")
        append("tags=$tags")
        append(")")
    }

    override fun hashCode(): kotlin.Int {
        var result = acceptanceRequired?.hashCode() ?: 0
        result = 31 * result + (acceptanceTimeoutSeconds ?: 0)
        result = 31 * result + (additionalPlayerCount ?: 0)
        result = 31 * result + (backfillMode?.hashCode() ?: 0)
        result = 31 * result + (customEventData?.hashCode() ?: 0)
        result = 31 * result + (description?.hashCode() ?: 0)
        result = 31 * result + (flexMatchMode?.hashCode() ?: 0)
        result = 31 * result + (gameProperties?.hashCode() ?: 0)
        result = 31 * result + (gameSessionData?.hashCode() ?: 0)
        result = 31 * result + (gameSessionQueueArns?.hashCode() ?: 0)
        result = 31 * result + (name?.hashCode() ?: 0)
        result = 31 * result + (notificationTarget?.hashCode() ?: 0)
        result = 31 * result + (requestTimeoutSeconds ?: 0)
        result = 31 * result + (ruleSetName?.hashCode() ?: 0)
        result = 31 * result + (tags?.hashCode() ?: 0)
        return result
    }

    override fun equals(other: kotlin.Any?): kotlin.Boolean {
        if (this === other) return true
        if (other == null || this::class != other::class) return false

        other as CreateMatchmakingConfigurationRequest

        if (acceptanceRequired != other.acceptanceRequired) return false
        if (acceptanceTimeoutSeconds != other.acceptanceTimeoutSeconds) return false
        if (additionalPlayerCount != other.additionalPlayerCount) return false
        if (backfillMode != other.backfillMode) return false
        if (customEventData != other.customEventData) return false
        if (description != other.description) return false
        if (flexMatchMode != other.flexMatchMode) return false
        if (gameProperties != other.gameProperties) return false
        if (gameSessionData != other.gameSessionData) return false
        if (gameSessionQueueArns != other.gameSessionQueueArns) return false
        if (name != other.name) return false
        if (notificationTarget != other.notificationTarget) return false
        if (requestTimeoutSeconds != other.requestTimeoutSeconds) return false
        if (ruleSetName != other.ruleSetName) return false
        if (tags != other.tags) return false

        return true
    }

    public inline fun copy(block: Builder.() -> kotlin.Unit = {}): aws.sdk.kotlin.services.gamelift.model.CreateMatchmakingConfigurationRequest = Builder(this).apply(block).build()

    public class Builder {
        /**
         * A flag that determines 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.
         */
        public var acceptanceRequired: kotlin.Boolean? = null
        /**
         * The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
         */
        public var acceptanceTimeoutSeconds: kotlin.Int? = null
        /**
         * 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`.
         */
        public var additionalPlayerCount: kotlin.Int? = null
        /**
         * The method used to backfill game sessions that are 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 Amazon GameLift create a 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](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). Automatic backfill is not available when `FlexMatchMode` is set to `STANDALONE`.
         */
        public var backfillMode: aws.sdk.kotlin.services.gamelift.model.BackfillMode? = null
        /**
         * Information to be added to all events related to this matchmaking configuration.
         */
        public var customEventData: kotlin.String? = null
        /**
         * A human-readable description of the matchmaking configuration.
         */
        public var description: kotlin.String? = null
        /**
         * Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
         * + **STANDALONE** - FlexMatch forms matches and returns match information, including players and team assignments, in a [ MatchmakingSucceeded](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) event.
         * + **WITH_QUEUE** - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
         */
        public var flexMatchMode: aws.sdk.kotlin.services.gamelift.model.FlexMatchMode? = null
        /**
         * A set of key-value pairs that can store custom data in a game session. For example: `{"Key": "difficulty", "Value": "novice"}`. 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`.
         */
        public var gameProperties: List? = null
        /**
         * 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](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). 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`.
         */
        public var gameSessionData: kotlin.String? = null
        /**
         * The Amazon Resource Name ([ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) 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:::gamesessionqueue/`. 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.
         */
        public var gameSessionQueueArns: List? = null
        /**
         * A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
         */
        public var name: kotlin.String? = null
        /**
         * An SNS topic ARN that is set up to receive matchmaking notifications. See [ Setting up notifications for matchmaking](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) for more information.
         */
        public var notificationTarget: kotlin.String? = null
        /**
         * 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.
         */
        public var requestTimeoutSeconds: kotlin.Int? = null
        /**
         * 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.
         */
        public var ruleSetName: kotlin.String? = null
        /**
         * A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see [ Tagging Amazon Web Services Resources](https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the *Amazon Web Services General Reference*.
         */
        public var tags: List? = null

        @PublishedApi
        internal constructor()
        @PublishedApi
        internal constructor(x: aws.sdk.kotlin.services.gamelift.model.CreateMatchmakingConfigurationRequest) : this() {
            this.acceptanceRequired = x.acceptanceRequired
            this.acceptanceTimeoutSeconds = x.acceptanceTimeoutSeconds
            this.additionalPlayerCount = x.additionalPlayerCount
            this.backfillMode = x.backfillMode
            this.customEventData = x.customEventData
            this.description = x.description
            this.flexMatchMode = x.flexMatchMode
            this.gameProperties = x.gameProperties
            this.gameSessionData = x.gameSessionData
            this.gameSessionQueueArns = x.gameSessionQueueArns
            this.name = x.name
            this.notificationTarget = x.notificationTarget
            this.requestTimeoutSeconds = x.requestTimeoutSeconds
            this.ruleSetName = x.ruleSetName
            this.tags = x.tags
        }

        @PublishedApi
        internal fun build(): aws.sdk.kotlin.services.gamelift.model.CreateMatchmakingConfigurationRequest = CreateMatchmakingConfigurationRequest(this)

        internal fun correctErrors(): Builder {
            return this
        }
    }
}




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