Class CfnMatchmakingConfiguration
A CloudFormation AWS::GameLift::MatchmakingConfiguration
.
Inheritance
Inherited Members
Namespace: Amazon.CDK.AWS.GameLift
Assembly: Amazon.CDK.AWS.GameLift.dll
Syntax (csharp)
public class CfnMatchmakingConfiguration : CfnResource, IConstruct, IDependable, IInspectable
Syntax (vb)
Public Class CfnMatchmakingConfiguration
Inherits CfnResource
Implements IConstruct, IDependable, IInspectable
Remarks
The AWS::GameLift::MatchmakingConfiguration
resource defines a new matchmaking configuration for use with FlexMatch. Whether you're using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're using GameLift hosting, it also defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes that are consistent with that configuration.
CloudformationResource: AWS::GameLift::MatchmakingConfiguration
ExampleMetadata: fixture=_generated
Examples
// The code below shows an example of how to instantiate this type.
// The values are placeholders you should change.
using Amazon.CDK.AWS.GameLift;
var cfnMatchmakingConfiguration = new CfnMatchmakingConfiguration(this, "MyCfnMatchmakingConfiguration", new CfnMatchmakingConfigurationProps {
AcceptanceRequired = false,
Name = "name",
RequestTimeoutSeconds = 123,
RuleSetName = "ruleSetName",
// the properties below are optional
AcceptanceTimeoutSeconds = 123,
AdditionalPlayerCount = 123,
BackfillMode = "backfillMode",
CustomEventData = "customEventData",
Description = "description",
FlexMatchMode = "flexMatchMode",
GameProperties = new [] { new GamePropertyProperty {
Key = "key",
Value = "value"
} },
GameSessionData = "gameSessionData",
GameSessionQueueArns = new [] { "gameSessionQueueArns" },
NotificationTarget = "notificationTarget",
Tags = new [] { new CfnTag {
Key = "key",
Value = "value"
} }
});
Synopsis
Constructors
CfnMatchmakingConfiguration(Construct, String, ICfnMatchmakingConfigurationProps) | Create a new |
CfnMatchmakingConfiguration(ByRefValue) | Used by jsii to construct an instance of this class from a Javascript-owned object reference |
CfnMatchmakingConfiguration(DeputyBase.DeputyProps) | Used by jsii to construct an instance of this class from DeputyProps |
Properties
AcceptanceRequired | A flag that determines whether a match that was created with this configuration must be accepted by the matched players. |
AcceptanceTimeoutSeconds | The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. |
AdditionalPlayerCount | The number of player slots in a match to keep open for future players. |
AttrArn | The unique Amazon Resource Name (ARN) for the |
AttrName | The |
BackfillMode | The method used to backfill game sessions that are created with this matchmaking configuration. |
CFN_RESOURCE_TYPE_NAME | The CloudFormation resource type name for this resource class. |
CfnProperties | |
CustomEventData | Information to add to all events related to the matchmaking configuration. |
Description | A description for the matchmaking configuration. |
FlexMatchMode | Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution. |
GameProperties | A set of custom properties for a game session, formatted as key-value pairs. |
GameSessionData | A set of custom game session properties, formatted as a single string value. |
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 |
Name | A unique identifier for the matchmaking configuration. |
NotificationTarget | An SNS topic ARN that is set up to receive matchmaking notifications. |
RequestTimeoutSeconds | The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. |
RuleSetName | A unique identifier for the matchmaking rule set to use with this configuration. |
Tags | A list of labels to assign to the new matchmaking configuration resource. |
Methods
Inspect(TreeInspector) | Examines the CloudFormation resource and discloses attributes. |
RenderProperties(IDictionary<String, Object>) |
Constructors
CfnMatchmakingConfiguration(Construct, String, ICfnMatchmakingConfigurationProps)
Create a new AWS::GameLift::MatchmakingConfiguration
.
public CfnMatchmakingConfiguration(Construct scope, string id, ICfnMatchmakingConfigurationProps props)
Parameters
- scope Construct
- scope in which this resource is defined.
- id System.String
- scoped id of the resource.
- props ICfnMatchmakingConfigurationProps
- resource properties.
CfnMatchmakingConfiguration(ByRefValue)
Used by jsii to construct an instance of this class from a Javascript-owned object reference
protected CfnMatchmakingConfiguration(ByRefValue reference)
Parameters
- reference Amazon.JSII.Runtime.Deputy.ByRefValue
The Javascript-owned object reference
CfnMatchmakingConfiguration(DeputyBase.DeputyProps)
Used by jsii to construct an instance of this class from DeputyProps
protected CfnMatchmakingConfiguration(DeputyBase.DeputyProps props)
Parameters
- props Amazon.JSII.Runtime.Deputy.DeputyBase.DeputyProps
The deputy props
Properties
AcceptanceRequired
A flag that determines whether a match that was created with this configuration must be accepted by the matched players.
public virtual object AcceptanceRequired { get; set; }
Property Value
System.Object
Remarks
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.
AcceptanceTimeoutSeconds
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
public virtual Nullable<double> AcceptanceTimeoutSeconds { get; set; }
Property Value
System.Nullable<System.Double>
Remarks
AdditionalPlayerCount
The number of player slots in a match to keep open for future players.
public virtual Nullable<double> AdditionalPlayerCount { get; set; }
Property Value
System.Nullable<System.Double>
Remarks
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
.
AttrArn
The unique Amazon Resource Name (ARN) for the MatchmakingConfiguration
.
public virtual string AttrArn { get; }
Property Value
System.String
Remarks
CloudformationAttribute: Arn
AttrName
The MatchmakingConfiguration
name, which is unique.
public virtual string AttrName { get; }
Property Value
System.String
Remarks
CloudformationAttribute: Name
BackfillMode
The method used to backfill game sessions that are created with this matchmaking configuration.
public virtual string BackfillMode { get; set; }
Property Value
System.String
Remarks
Specify MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC
to have GameLift create a StartMatchBackfill
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
.
CFN_RESOURCE_TYPE_NAME
The CloudFormation resource type name for this resource class.
public static string CFN_RESOURCE_TYPE_NAME { get; }
Property Value
System.String
CfnProperties
protected override IDictionary<string, object> CfnProperties { get; }
Property Value
System.Collections.Generic.IDictionary<System.String, System.Object>
Overrides
CustomEventData
Information to add to all events related to the matchmaking configuration.
public virtual string CustomEventData { get; set; }
Property Value
System.String
Remarks
Description
A description for the matchmaking configuration.
public virtual string Description { get; set; }
Property Value
System.String
Remarks
FlexMatchMode
Indicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
public virtual string FlexMatchMode { get; set; }
Property Value
System.String
Remarks
GameProperties
A set of custom properties for a game session, formatted as key-value pairs.
public virtual object GameProperties { get; set; }
Property Value
System.Object
Remarks
These properties are passed to a game server process with a request to start a new game session. See Start a Game Session . This parameter is not used if FlexMatchMode
is set to STANDALONE
.
GameSessionData
A set of custom game session properties, formatted as a single string value.
public virtual string GameSessionData { get; set; }
Property Value
System.String
Remarks
This data is passed to a game server process with a request to start a new game session. See Start a Game Session . This parameter is not used if FlexMatchMode
is set to STANDALONE
.
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 virtual string[] GameSessionQueueArns { get; set; }
Property Value
System.String[]
Remarks
Name
A unique identifier for the matchmaking configuration.
public virtual string Name { get; set; }
Property Value
System.String
Remarks
This name is used to identify the configuration associated with a matchmaking request or ticket.
NotificationTarget
An SNS topic ARN that is set up to receive matchmaking notifications.
public virtual string NotificationTarget { get; set; }
Property Value
System.String
Remarks
RequestTimeoutSeconds
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
public virtual double RequestTimeoutSeconds { get; set; }
Property Value
System.Double
Remarks
Requests that fail due to timing out can be resubmitted as needed.
RuleSetName
A unique identifier for the matchmaking rule set to use with this configuration.
public virtual string RuleSetName { get; set; }
Property Value
System.String
Remarks
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.
Tags
A list of labels to assign to the new matchmaking configuration resource.
public virtual TagManager Tags { get; }
Property Value
Remarks
Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference . Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Methods
Inspect(TreeInspector)
Examines the CloudFormation resource and discloses attributes.
public virtual void Inspect(TreeInspector inspector)
Parameters
- inspector TreeInspector
- tree inspector to collect and process attributes.
RenderProperties(IDictionary<String, Object>)
protected override IDictionary<string, object> RenderProperties(IDictionary<string, object> props)
Parameters
- props System.Collections.Generic.IDictionary<System.String, System.Object>
Returns
System.Collections.Generic.IDictionary<System.String, System.Object>