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Class: Aws::GameLift::Types::MatchmakingConfiguration

Inherits:
Struct
  • Object
show all
Defined in:
(unknown)

Overview

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

Returned by:

Instance Attribute Summary collapse

Instance Attribute Details

#acceptance_requiredBoolean

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.

Returns:

  • (Boolean)

    A flag that indicates whether a match that was created with this configuration must be accepted by the matched players.

#acceptance_timeout_secondsInteger

The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

Returns:

  • (Integer)

    The length of time (in seconds) to wait for players to accept a proposed match.

#additional_player_countInteger

The number of player slots in a match to keep open for future players. For example, assume that the configuration\'s rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.

Returns:

  • (Integer)

    The number of player slots in a match to keep open for future players.

#backfill_modeString

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.

Returns:

  • (String)

    The method used to backfill game sessions created with this matchmaking configuration.

#configuration_arnString

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

Returns:

  • (String)

    Amazon Resource Name ([ARN][1]) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it.

#creation_timeTime

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

Returns:

  • (Time)

    The time stamp indicating when this data object was created.

#custom_event_dataString

Information to attach to all events related to the matchmaking configuration.

Returns:

  • (String)

    Information to attach to all events related to the matchmaking configuration.

#descriptionString

A descriptive label that is associated with matchmaking configuration.

Returns:

  • (String)

    A descriptive label that is associated with matchmaking configuration.

#game_propertiesArray<Types::GameProperty>

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Returns:

  • (Array<Types::GameProperty>)

    A set of custom properties for a game session, formatted as key-value pairs.

#game_session_dataString

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.

Returns:

  • (String)

    A set of custom game session properties, formatted as a single string value.

#game_session_queue_arnsArray<String>

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.

Returns:

  • (Array<String>)

    Amazon Resource Name ([ARN][1]) that is assigned to a GameLift game session queue resource and uniquely identifies it.

#nameString

A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

Returns:

  • (String)

    A unique identifier for a matchmaking configuration.

#notification_targetString

An SNS topic ARN that is set up to receive matchmaking notifications.

Returns:

  • (String)

    An SNS topic ARN that is set up to receive matchmaking notifications.

#request_timeout_secondsInteger

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.

Returns:

  • (Integer)

    The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.

#rule_set_arnString

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

Returns:

  • (String)

    The Amazon Resource Name ([ARN][1]) associated with the GameLift matchmaking rule set resource that this configuration uses.

#rule_set_nameString

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

Returns:

  • (String)

    A unique identifier for a matchmaking rule set to use with this configuration.