
commonMain.aws.sdk.kotlin.services.gamelift.model.StartMatchBackfillRequest.kt Maven / Gradle / Ivy
// Code generated by smithy-kotlin-codegen. DO NOT EDIT!
package aws.sdk.kotlin.services.gamelift.model
public class StartMatchBackfillRequest private constructor(builder: Builder) {
/**
* 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 val configurationName: kotlin.String? = builder.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.
*/
public val gameSessionArn: kotlin.String? = builder.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.
* + PlayerID, PlayerAttributes, Team -- This information is maintained in the `GameSession` object, `MatchmakerData` property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see [ Match Data](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
* + LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
*/
public val players: List? = builder.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.
*/
public val ticketId: kotlin.String? = builder.ticketId
public companion object {
public operator fun invoke(block: Builder.() -> kotlin.Unit): aws.sdk.kotlin.services.gamelift.model.StartMatchBackfillRequest = Builder().apply(block).build()
}
override fun toString(): kotlin.String = buildString {
append("StartMatchBackfillRequest(")
append("configurationName=$configurationName,")
append("gameSessionArn=$gameSessionArn,")
append("players=$players,")
append("ticketId=$ticketId")
append(")")
}
override fun hashCode(): kotlin.Int {
var result = configurationName?.hashCode() ?: 0
result = 31 * result + (gameSessionArn?.hashCode() ?: 0)
result = 31 * result + (players?.hashCode() ?: 0)
result = 31 * result + (ticketId?.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 StartMatchBackfillRequest
if (configurationName != other.configurationName) return false
if (gameSessionArn != other.gameSessionArn) return false
if (players != other.players) return false
if (ticketId != other.ticketId) return false
return true
}
public inline fun copy(block: Builder.() -> kotlin.Unit = {}): aws.sdk.kotlin.services.gamelift.model.StartMatchBackfillRequest = Builder(this).apply(block).build()
public class Builder {
/**
* 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 var configurationName: kotlin.String? = null
/**
* 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 var gameSessionArn: kotlin.String? = null
/**
* 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.
* + PlayerID, PlayerAttributes, Team -- This information is maintained in the `GameSession` object, `MatchmakerData` property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see [ Match Data](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
* + LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
*/
public var players: List? = null
/**
* 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 var ticketId: kotlin.String? = null
@PublishedApi
internal constructor()
@PublishedApi
internal constructor(x: aws.sdk.kotlin.services.gamelift.model.StartMatchBackfillRequest) : this() {
this.configurationName = x.configurationName
this.gameSessionArn = x.gameSessionArn
this.players = x.players
this.ticketId = x.ticketId
}
@PublishedApi
internal fun build(): aws.sdk.kotlin.services.gamelift.model.StartMatchBackfillRequest = StartMatchBackfillRequest(this)
internal fun correctErrors(): Builder {
return this
}
}
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy