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The AWS Java SDK for AWS GameLift module holds the client classes that are used for communicating with AWS GameLift service.

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/*
 * Copyright 2019-2024 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.
 */
package com.amazonaws.services.gamelift.model;

import java.io.Serializable;
import javax.annotation.Generated;

import com.amazonaws.AmazonWebServiceRequest;

/**
 * 
 * @see AWS API Documentation
 */
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class UpdateMatchmakingConfigurationRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable {

    /**
     * 

* A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN * value. *

*/ private String name; /** *

* A description for the matchmaking configuration. *

*/ private String description; /** *

* 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. *

*/ private java.util.List gameSessionQueueArns; /** *

* 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. *

*/ private Integer requestTimeoutSeconds; /** *

* The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. *

*/ private Integer acceptanceTimeoutSeconds; /** *

* 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. *

*/ private Boolean acceptanceRequired; /** *

* 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. *

*/ private String ruleSetName; /** *

* An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. *

*/ private String notificationTarget; /** *

* 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. *

*/ private Integer additionalPlayerCount; /** *

* Information to add to all events related to the matchmaking configuration. *

*/ private String customEventData; /** *

* 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. *

*/ private java.util.List 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). 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. *

*/ private String gameSessionData; /** *

* 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. *

*/ private String backfillMode; /** *

* 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 event. *

    *
  • *
  • *

    * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session * for the match. *

    *
  • *
*/ private String flexMatchMode; /** *

* A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN * value. *

* * @param name * A unique identifier for the matchmaking configuration to update. You can use either the configuration name * or ARN value. */ public void setName(String name) { this.name = name; } /** *

* A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN * value. *

* * @return A unique identifier for the matchmaking configuration to update. You can use either the configuration * name or ARN value. */ public String getName() { return this.name; } /** *

* A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN * value. *

* * @param name * A unique identifier for the matchmaking configuration to update. You can use either the configuration name * or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withName(String name) { setName(name); return this; } /** *

* A description for the matchmaking configuration. *

* * @param description * A description for the matchmaking configuration. */ public void setDescription(String description) { this.description = description; } /** *

* A description for the matchmaking configuration. *

* * @return A description for the matchmaking configuration. */ public String getDescription() { return this.description; } /** *

* A description for the matchmaking configuration. *

* * @param description * A description for the matchmaking configuration. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withDescription(String description) { setDescription(description); return this; } /** *

* 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. *

* * @return 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. */ public java.util.List getGameSessionQueueArns() { return gameSessionQueueArns; } /** *

* 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. *

* * @param gameSessionQueueArns * 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. */ public void setGameSessionQueueArns(java.util.Collection gameSessionQueueArns) { if (gameSessionQueueArns == null) { this.gameSessionQueueArns = null; return; } this.gameSessionQueueArns = new java.util.ArrayList(gameSessionQueueArns); } /** *

* 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. *

*

* NOTE: This method appends the values to the existing list (if any). Use * {@link #setGameSessionQueueArns(java.util.Collection)} or {@link #withGameSessionQueueArns(java.util.Collection)} * if you want to override the existing values. *

* * @param gameSessionQueueArns * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(String... gameSessionQueueArns) { if (this.gameSessionQueueArns == null) { setGameSessionQueueArns(new java.util.ArrayList(gameSessionQueueArns.length)); } for (String ele : gameSessionQueueArns) { this.gameSessionQueueArns.add(ele); } return this; } /** *

* 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. *

* * @param gameSessionQueueArns * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withGameSessionQueueArns(java.util.Collection gameSessionQueueArns) { setGameSessionQueueArns(gameSessionQueueArns); return this; } /** *

* 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. *

* * @param requestTimeoutSeconds * 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 void setRequestTimeoutSeconds(Integer requestTimeoutSeconds) { this.requestTimeoutSeconds = requestTimeoutSeconds; } /** *

* 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. *

* * @return 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 Integer getRequestTimeoutSeconds() { return this.requestTimeoutSeconds; } /** *

* 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. *

* * @param requestTimeoutSeconds * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withRequestTimeoutSeconds(Integer requestTimeoutSeconds) { setRequestTimeoutSeconds(requestTimeoutSeconds); return this; } /** *

* The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. *

* * @param acceptanceTimeoutSeconds * The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. */ public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds) { this.acceptanceTimeoutSeconds = acceptanceTimeoutSeconds; } /** *

* The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. *

* * @return The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is * required. */ public Integer getAcceptanceTimeoutSeconds() { return this.acceptanceTimeoutSeconds; } /** *

* The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. *

* * @param acceptanceTimeoutSeconds * The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds) { setAcceptanceTimeoutSeconds(acceptanceTimeoutSeconds); return this; } /** *

* 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. *

* * @param 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. */ public void setAcceptanceRequired(Boolean acceptanceRequired) { this.acceptanceRequired = 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. *

* * @return 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 Boolean getAcceptanceRequired() { return this.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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean acceptanceRequired) { setAcceptanceRequired(acceptanceRequired); return this; } /** *

* 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. *

* * @return 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 Boolean isAcceptanceRequired() { return this.acceptanceRequired; } /** *

* 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. *

* * @param 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. */ public void setRuleSetName(String ruleSetName) { this.ruleSetName = 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. *

* * @return 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 String getRuleSetName() { return this.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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withRuleSetName(String ruleSetName) { setRuleSetName(ruleSetName); return this; } /** *

* An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. *

* * @param notificationTarget * An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. */ public void setNotificationTarget(String notificationTarget) { this.notificationTarget = notificationTarget; } /** *

* An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. *

* * @return An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. */ public String getNotificationTarget() { return this.notificationTarget; } /** *

* An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. *

* * @param notificationTarget * An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up * notifications for matchmaking for more information. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget) { setNotificationTarget(notificationTarget); return this; } /** *

* 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. *

* * @param 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. */ public void setAdditionalPlayerCount(Integer additionalPlayerCount) { this.additionalPlayerCount = 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. *

* * @return 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 Integer getAdditionalPlayerCount() { return this.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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer additionalPlayerCount) { setAdditionalPlayerCount(additionalPlayerCount); return this; } /** *

* Information to add to all events related to the matchmaking configuration. *

* * @param customEventData * Information to add to all events related to the matchmaking configuration. */ public void setCustomEventData(String customEventData) { this.customEventData = customEventData; } /** *

* Information to add to all events related to the matchmaking configuration. *

* * @return Information to add to all events related to the matchmaking configuration. */ public String getCustomEventData() { return this.customEventData; } /** *

* Information to add to all events related to the matchmaking configuration. *

* * @param customEventData * Information to add to all events related to the matchmaking configuration. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withCustomEventData(String customEventData) { setCustomEventData(customEventData); return this; } /** *

* 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. *

* * @return 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 java.util.List getGameProperties() { return gameProperties; } /** *

* 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. *

* * @param gameProperties * 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 void setGameProperties(java.util.Collection gameProperties) { if (gameProperties == null) { this.gameProperties = null; return; } this.gameProperties = new java.util.ArrayList(gameProperties); } /** *

* 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. *

*

* NOTE: This method appends the values to the existing list (if any). Use * {@link #setGameProperties(java.util.Collection)} or {@link #withGameProperties(java.util.Collection)} if you want * to override the existing values. *

* * @param gameProperties * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withGameProperties(GameProperty... gameProperties) { if (this.gameProperties == null) { setGameProperties(new java.util.ArrayList(gameProperties.length)); } for (GameProperty ele : gameProperties) { this.gameProperties.add(ele); } return this; } /** *

* 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. *

* * @param gameProperties * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withGameProperties(java.util.Collection gameProperties) { setGameProperties(gameProperties); return this; } /** *

* 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. *

* * @param 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. */ public void setGameSessionData(String gameSessionData) { this.gameSessionData = 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. *

* * @return 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. */ public String getGameSessionData() { return this.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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateMatchmakingConfigurationRequest withGameSessionData(String gameSessionData) { setGameSessionData(gameSessionData); return this; } /** *

* 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. *

* * @param 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. * @see BackfillMode */ public void setBackfillMode(String backfillMode) { this.backfillMode = 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. *

* * @return 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. * @see BackfillMode */ public String getBackfillMode() { return this.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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. * @see BackfillMode */ public UpdateMatchmakingConfigurationRequest withBackfillMode(String backfillMode) { setBackfillMode(backfillMode); return this; } /** *

* 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. *

* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. * @see BackfillMode */ public UpdateMatchmakingConfigurationRequest withBackfillMode(BackfillMode backfillMode) { this.backfillMode = backfillMode.toString(); return this; } /** *

* 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 event. *

    *
  • *
  • *

    * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session * for the match. *

    *
  • *
* * @param flexMatchMode * 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 event. *

    *
  • *
  • *

    * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game * session for the match. *

    *
  • * @see FlexMatchMode */ public void setFlexMatchMode(String flexMatchMode) { this.flexMatchMode = flexMatchMode; } /** *

    * 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 event. *

      *
    • *
    • *

      * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session * for the match. *

      *
    • *
    * * @return 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 event. *

      *
    • *
    • *

      * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game * session for the match. *

      *
    • * @see FlexMatchMode */ public String getFlexMatchMode() { return this.flexMatchMode; } /** *

      * 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 event. *

        *
      • *
      • *

        * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session * for the match. *

        *
      • *
      * * @param flexMatchMode * 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 event. *

        *
      • *
      • *

        * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game * session for the match. *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. * @see FlexMatchMode */ public UpdateMatchmakingConfigurationRequest withFlexMatchMode(String flexMatchMode) { setFlexMatchMode(flexMatchMode); return this; } /** *

        * 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 event. *

          *
        • *
        • *

          * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session * for the match. *

          *
        • *
        * * @param flexMatchMode * 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 event. *

          *
        • *
        • *

          * WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game * session for the match. *

          *
        • * @return Returns a reference to this object so that method calls can be chained together. * @see FlexMatchMode */ public UpdateMatchmakingConfigurationRequest withFlexMatchMode(FlexMatchMode flexMatchMode) { this.flexMatchMode = flexMatchMode.toString(); return this; } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getName() != null) sb.append("Name: ").append(getName()).append(","); if (getDescription() != null) sb.append("Description: ").append(getDescription()).append(","); if (getGameSessionQueueArns() != null) sb.append("GameSessionQueueArns: ").append(getGameSessionQueueArns()).append(","); if (getRequestTimeoutSeconds() != null) sb.append("RequestTimeoutSeconds: ").append(getRequestTimeoutSeconds()).append(","); if (getAcceptanceTimeoutSeconds() != null) sb.append("AcceptanceTimeoutSeconds: ").append(getAcceptanceTimeoutSeconds()).append(","); if (getAcceptanceRequired() != null) sb.append("AcceptanceRequired: ").append(getAcceptanceRequired()).append(","); if (getRuleSetName() != null) sb.append("RuleSetName: ").append(getRuleSetName()).append(","); if (getNotificationTarget() != null) sb.append("NotificationTarget: ").append(getNotificationTarget()).append(","); if (getAdditionalPlayerCount() != null) sb.append("AdditionalPlayerCount: ").append(getAdditionalPlayerCount()).append(","); if (getCustomEventData() != null) sb.append("CustomEventData: ").append(getCustomEventData()).append(","); if (getGameProperties() != null) sb.append("GameProperties: ").append(getGameProperties()).append(","); if (getGameSessionData() != null) sb.append("GameSessionData: ").append(getGameSessionData()).append(","); if (getBackfillMode() != null) sb.append("BackfillMode: ").append(getBackfillMode()).append(","); if (getFlexMatchMode() != null) sb.append("FlexMatchMode: ").append(getFlexMatchMode()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof UpdateMatchmakingConfigurationRequest == false) return false; UpdateMatchmakingConfigurationRequest other = (UpdateMatchmakingConfigurationRequest) obj; if (other.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == false) return false; if (other.getDescription() == null ^ this.getDescription() == null) return false; if (other.getDescription() != null && other.getDescription().equals(this.getDescription()) == false) return false; if (other.getGameSessionQueueArns() == null ^ this.getGameSessionQueueArns() == null) return false; if (other.getGameSessionQueueArns() != null && other.getGameSessionQueueArns().equals(this.getGameSessionQueueArns()) == false) return false; if (other.getRequestTimeoutSeconds() == null ^ this.getRequestTimeoutSeconds() == null) return false; if (other.getRequestTimeoutSeconds() != null && other.getRequestTimeoutSeconds().equals(this.getRequestTimeoutSeconds()) == false) return false; if (other.getAcceptanceTimeoutSeconds() == null ^ this.getAcceptanceTimeoutSeconds() == null) return false; if (other.getAcceptanceTimeoutSeconds() != null && other.getAcceptanceTimeoutSeconds().equals(this.getAcceptanceTimeoutSeconds()) == false) return false; if (other.getAcceptanceRequired() == null ^ this.getAcceptanceRequired() == null) return false; if (other.getAcceptanceRequired() != null && other.getAcceptanceRequired().equals(this.getAcceptanceRequired()) == false) return false; if (other.getRuleSetName() == null ^ this.getRuleSetName() == null) return false; if (other.getRuleSetName() != null && other.getRuleSetName().equals(this.getRuleSetName()) == false) return false; if (other.getNotificationTarget() == null ^ this.getNotificationTarget() == null) return false; if (other.getNotificationTarget() != null && other.getNotificationTarget().equals(this.getNotificationTarget()) == false) return false; if (other.getAdditionalPlayerCount() == null ^ this.getAdditionalPlayerCount() == null) return false; if (other.getAdditionalPlayerCount() != null && other.getAdditionalPlayerCount().equals(this.getAdditionalPlayerCount()) == false) return false; if (other.getCustomEventData() == null ^ this.getCustomEventData() == null) return false; if (other.getCustomEventData() != null && other.getCustomEventData().equals(this.getCustomEventData()) == false) return false; if (other.getGameProperties() == null ^ this.getGameProperties() == null) return false; if (other.getGameProperties() != null && other.getGameProperties().equals(this.getGameProperties()) == false) return false; if (other.getGameSessionData() == null ^ this.getGameSessionData() == null) return false; if (other.getGameSessionData() != null && other.getGameSessionData().equals(this.getGameSessionData()) == false) return false; if (other.getBackfillMode() == null ^ this.getBackfillMode() == null) return false; if (other.getBackfillMode() != null && other.getBackfillMode().equals(this.getBackfillMode()) == false) return false; if (other.getFlexMatchMode() == null ^ this.getFlexMatchMode() == null) return false; if (other.getFlexMatchMode() != null && other.getFlexMatchMode().equals(this.getFlexMatchMode()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode()); hashCode = prime * hashCode + ((getDescription() == null) ? 0 : getDescription().hashCode()); hashCode = prime * hashCode + ((getGameSessionQueueArns() == null) ? 0 : getGameSessionQueueArns().hashCode()); hashCode = prime * hashCode + ((getRequestTimeoutSeconds() == null) ? 0 : getRequestTimeoutSeconds().hashCode()); hashCode = prime * hashCode + ((getAcceptanceTimeoutSeconds() == null) ? 0 : getAcceptanceTimeoutSeconds().hashCode()); hashCode = prime * hashCode + ((getAcceptanceRequired() == null) ? 0 : getAcceptanceRequired().hashCode()); hashCode = prime * hashCode + ((getRuleSetName() == null) ? 0 : getRuleSetName().hashCode()); hashCode = prime * hashCode + ((getNotificationTarget() == null) ? 0 : getNotificationTarget().hashCode()); hashCode = prime * hashCode + ((getAdditionalPlayerCount() == null) ? 0 : getAdditionalPlayerCount().hashCode()); hashCode = prime * hashCode + ((getCustomEventData() == null) ? 0 : getCustomEventData().hashCode()); hashCode = prime * hashCode + ((getGameProperties() == null) ? 0 : getGameProperties().hashCode()); hashCode = prime * hashCode + ((getGameSessionData() == null) ? 0 : getGameSessionData().hashCode()); hashCode = prime * hashCode + ((getBackfillMode() == null) ? 0 : getBackfillMode().hashCode()); hashCode = prime * hashCode + ((getFlexMatchMode() == null) ? 0 : getFlexMatchMode().hashCode()); return hashCode; } @Override public UpdateMatchmakingConfigurationRequest clone() { return (UpdateMatchmakingConfigurationRequest) super.clone(); } }




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