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

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

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



public class UpdateMatchmakingConfigurationRequest private constructor(builder: Builder) {
    /**
     * 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.
     */
    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 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](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 add to all events related to the matchmaking configuration.
     */
    public val customEventData: kotlin.String? = builder.customEventData
    /**
     * A description for 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 game session 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 to update. You can use either the configuration name or ARN value.
     */
    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

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

    override fun toString(): kotlin.String = buildString {
        append("UpdateMatchmakingConfigurationRequest(")
        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(")")
    }

    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)
        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 UpdateMatchmakingConfigurationRequest

        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

        return true
    }

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

    public class Builder {
        /**
         * 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.
         */
        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 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](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 add to all events related to the matchmaking configuration.
         */
        public var customEventData: kotlin.String? = null
        /**
         * A description for 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 game session 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 to update. You can use either the configuration name or ARN value.
         */
        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

        @PublishedApi
        internal constructor()
        @PublishedApi
        internal constructor(x: aws.sdk.kotlin.services.gamelift.model.UpdateMatchmakingConfigurationRequest) : 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
        }

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

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




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