amazonka-gamelift-2.0: Amazon GameLift SDK.
Copyright(c) 2013-2023 Brendan Hay
LicenseMozilla Public License, v. 2.0.
MaintainerBrendan Hay
Stabilityauto-generated
Portabilitynon-portable (GHC extensions)
Safe HaskellSafe-Inferred
LanguageHaskell2010

Amazonka.GameLift.Types.MatchmakingConfiguration

Description

 
Synopsis

Documentation

data MatchmakingConfiguration Source #

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

See: newMatchmakingConfiguration smart constructor.

Constructors

MatchmakingConfiguration' 

Fields

  • acceptanceRequired :: Maybe Bool

    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. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

  • acceptanceTimeoutSeconds :: Maybe Natural

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

  • additionalPlayerCount :: Maybe Natural

    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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

  • backfillMode :: Maybe BackfillMode

    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 backfill requests 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.

  • configurationArn :: Maybe Text

    The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

  • creationTime :: Maybe POSIX

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

  • customEventData :: Maybe Text

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

  • description :: Maybe Text

    A descriptive label that is associated with matchmaking configuration.

  • flexMatchMode :: Maybe FlexMatchMode

    Indicates whether this matchmaking configuration is being used with 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 GameLift queue to start a game session for the match.
  • gameProperties :: Maybe [GameProperty]

    A set of custom properties for a game session, formatted as key:value pairs. These properties are 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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

  • gameSessionData :: Maybe Text

    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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

  • gameSessionQueueArns :: Maybe [Text]

    The Amazon Resource Name (ARN) that is assigned to a 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

  • name :: Maybe Text

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

  • notificationTarget :: Maybe Text

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

  • requestTimeoutSeconds :: Maybe Natural

    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.

  • ruleSetArn :: Maybe Text

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

  • ruleSetName :: Maybe Text

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

Instances

Instances details
FromJSON MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

Generic MatchmakingConfiguration Source # 
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Associated Types

type Rep MatchmakingConfiguration :: Type -> Type #

Read MatchmakingConfiguration Source # 
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Show MatchmakingConfiguration Source # 
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NFData MatchmakingConfiguration Source # 
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Eq MatchmakingConfiguration Source # 
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Hashable MatchmakingConfiguration Source # 
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type Rep MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

type Rep MatchmakingConfiguration = D1 ('MetaData "MatchmakingConfiguration" "Amazonka.GameLift.Types.MatchmakingConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchmakingConfiguration'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "acceptanceRequired") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Bool)) :*: S1 ('MetaSel ('Just "acceptanceTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))) :*: (S1 ('MetaSel ('Just "additionalPlayerCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "backfillMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe BackfillMode)))) :*: ((S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "customEventData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: (((S1 ('MetaSel ('Just "flexMatchMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FlexMatchMode)) :*: S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty]))) :*: (S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionQueueArns") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])))) :*: ((S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "notificationTarget") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "requestTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "ruleSetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ruleSetName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))))

newMatchmakingConfiguration :: MatchmakingConfiguration Source #

Create a value of MatchmakingConfiguration with all optional fields omitted.

Use generic-lens or optics to modify other optional fields.

The following record fields are available, with the corresponding lenses provided for backwards compatibility:

$sel:acceptanceRequired:MatchmakingConfiguration', matchmakingConfiguration_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. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

$sel:additionalPlayerCount:MatchmakingConfiguration', matchmakingConfiguration_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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:backfillMode:MatchmakingConfiguration', matchmakingConfiguration_backfillMode - 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 backfill requests 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.

$sel:configurationArn:MatchmakingConfiguration', matchmakingConfiguration_configurationArn - The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

$sel:creationTime:MatchmakingConfiguration', matchmakingConfiguration_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:customEventData:MatchmakingConfiguration', matchmakingConfiguration_customEventData - Information to attach to all events related to the matchmaking configuration.

$sel:description:MatchmakingConfiguration', matchmakingConfiguration_description - A descriptive label that is associated with matchmaking configuration.

$sel:flexMatchMode:MatchmakingConfiguration', matchmakingConfiguration_flexMatchMode - Indicates whether this matchmaking configuration is being used with 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 GameLift queue to start a game session for the match.

$sel:gameProperties:MatchmakingConfiguration', matchmakingConfiguration_gameProperties - A set of custom properties for a game session, formatted as key:value pairs. These properties are 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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:gameSessionData:MatchmakingConfiguration', matchmakingConfiguration_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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:gameSessionQueueArns:MatchmakingConfiguration', matchmakingConfiguration_gameSessionQueueArns - The Amazon Resource Name (ARN) that is assigned to a 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

$sel:name:MatchmakingConfiguration', matchmakingConfiguration_name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

$sel:notificationTarget:MatchmakingConfiguration', matchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.

$sel:requestTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_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.

$sel:ruleSetArn:MatchmakingConfiguration', matchmakingConfiguration_ruleSetArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

$sel:ruleSetName:MatchmakingConfiguration', matchmakingConfiguration_ruleSetName - A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool) Source #

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. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

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

matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

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 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode) Source #

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 backfill requests 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.

matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime) Source #

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

matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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

matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text) Source #

A descriptive label that is associated with matchmaking configuration.

matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode) Source #

Indicates whether this matchmaking configuration is being used with 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 GameLift queue to start a game session for the match.

matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty]) Source #

A set of custom properties for a game session, formatted as key:value pairs. These properties are 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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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 new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text]) Source #

The Amazon Resource Name (ARN) that is assigned to a 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 GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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

matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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

matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) Source #

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.

matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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

matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text) Source #

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