Class CfnMatchmakingConfiguration

java.lang.Object
software.amazon.jsii.JsiiObject
All Implemented Interfaces:
IConstruct, IDependable, IInspectable, software.amazon.jsii.JsiiSerializable, software.constructs.IConstruct

@Generated(value="jsii-pacmak/1.84.0 (build 5404dcf)", date="2023-06-19T16:29:56.904Z") @Stability(Stable) public class CfnMatchmakingConfiguration extends CfnResource implements IInspectable
A CloudFormation AWS::GameLift::MatchmakingConfiguration.

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.

Example:

 // The code below shows an example of how to instantiate this type.
 // The values are placeholders you should change.
 import software.amazon.awscdk.services.gamelift.*;
 CfnMatchmakingConfiguration cfnMatchmakingConfiguration = CfnMatchmakingConfiguration.Builder.create(this, "MyCfnMatchmakingConfiguration")
         .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(List.of(GamePropertyProperty.builder()
                 .key("key")
                 .value("value")
                 .build()))
         .gameSessionData("gameSessionData")
         .gameSessionQueueArns(List.of("gameSessionQueueArns"))
         .notificationTarget("notificationTarget")
         .tags(List.of(CfnTag.builder()
                 .key("key")
                 .value("value")
                 .build()))
         .build();
 
  • Field Details

    • CFN_RESOURCE_TYPE_NAME

      @Stability(Stable) public static final String CFN_RESOURCE_TYPE_NAME
      The CloudFormation resource type name for this resource class.
  • Constructor Details

    • CfnMatchmakingConfiguration

      protected CfnMatchmakingConfiguration(software.amazon.jsii.JsiiObjectRef objRef)
    • CfnMatchmakingConfiguration

      protected CfnMatchmakingConfiguration(software.amazon.jsii.JsiiObject.InitializationMode initializationMode)
    • CfnMatchmakingConfiguration

      @Stability(Stable) public CfnMatchmakingConfiguration(@NotNull Construct scope, @NotNull String id, @NotNull CfnMatchmakingConfigurationProps props)
      Create a new AWS::GameLift::MatchmakingConfiguration.

      Parameters:
      scope -
      • scope in which this resource is defined.
      This parameter is required.
      id -
      • scoped id of the resource.
      This parameter is required.
      props -
      • resource properties.
      This parameter is required.
  • Method Details

    • inspect

      @Stability(Stable) public void inspect(@NotNull TreeInspector inspector)
      Examines the CloudFormation resource and discloses attributes.

      Specified by:
      inspect in interface IInspectable
      Parameters:
      inspector -
      • tree inspector to collect and process attributes.
      This parameter is required.
    • renderProperties

      @Stability(Stable) @NotNull protected Map<String,Object> renderProperties(@NotNull Map<String,Object> props)
      Overrides:
      renderProperties in class CfnResource
      Parameters:
      props - This parameter is required.
    • getAttrArn

      @Stability(Stable) @NotNull public String getAttrArn()
      The unique Amazon Resource Name (ARN) for the MatchmakingConfiguration .
    • getAttrName

      @Stability(Stable) @NotNull public String getAttrName()
      The MatchmakingConfiguration name, which is unique.
    • getCfnProperties

      @Stability(Stable) @NotNull protected Map<String,Object> getCfnProperties()
      Overrides:
      getCfnProperties in class CfnResource
    • getTags

      @Stability(Stable) @NotNull public TagManager getTags()
      A list of labels to assign to the new matchmaking configuration resource.

      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.

    • getAcceptanceRequired

      @Stability(Stable) @NotNull public Object getAcceptanceRequired()
      A flag that determines 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.

    • setAcceptanceRequired

      @Stability(Stable) public void setAcceptanceRequired(@NotNull Boolean value)
      A flag that determines 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.

    • setAcceptanceRequired

      @Stability(Stable) public void setAcceptanceRequired(@NotNull IResolvable value)
      A flag that determines 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.

    • getName

      @Stability(Stable) @NotNull public String getName()
      A unique identifier for the matchmaking configuration.

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

    • setName

      @Stability(Stable) public void setName(@NotNull String value)
      A unique identifier for the matchmaking configuration.

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

    • getRequestTimeoutSeconds

      @Stability(Stable) @NotNull public Number getRequestTimeoutSeconds()
      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.

    • setRequestTimeoutSeconds

      @Stability(Stable) public void setRequestTimeoutSeconds(@NotNull Number value)
      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.

    • getRuleSetName

      @Stability(Stable) @NotNull public String getRuleSetName()
      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.

    • setRuleSetName

      @Stability(Stable) public void setRuleSetName(@NotNull String value)
      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.

    • getAcceptanceTimeoutSeconds

      @Stability(Stable) @Nullable public Number getAcceptanceTimeoutSeconds()
      The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
    • setAcceptanceTimeoutSeconds

      @Stability(Stable) public void setAcceptanceTimeoutSeconds(@Nullable Number value)
      The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
    • getAdditionalPlayerCount

      @Stability(Stable) @Nullable public Number getAdditionalPlayerCount()
      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 .

    • setAdditionalPlayerCount

      @Stability(Stable) public void setAdditionalPlayerCount(@Nullable Number value)
      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 .

    • getBackfillMode

      @Stability(Stable) @Nullable public String getBackfillMode()
      The method used to backfill game sessions that are 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 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 .

    • setBackfillMode

      @Stability(Stable) public void setBackfillMode(@Nullable String value)
      The method used to backfill game sessions that are 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 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 .

    • getCustomEventData

      @Stability(Stable) @Nullable public String getCustomEventData()
      Information to add to all events related to the matchmaking configuration.
    • setCustomEventData

      @Stability(Stable) public void setCustomEventData(@Nullable String value)
      Information to add to all events related to the matchmaking configuration.
    • getDescription

      @Stability(Stable) @Nullable public String getDescription()
      A description for the matchmaking configuration.
    • setDescription

      @Stability(Stable) public void setDescription(@Nullable String value)
      A description for the matchmaking configuration.
    • getFlexMatchMode

      @Stability(Stable) @Nullable public String getFlexMatchMode()
      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.
    • setFlexMatchMode

      @Stability(Stable) public void setFlexMatchMode(@Nullable String value)
      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.
    • getGameProperties

      @Stability(Stable) @Nullable public Object getGameProperties()
      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 parameter is not used if FlexMatchMode is set to STANDALONE .

    • setGameProperties

      @Stability(Stable) public void setGameProperties(@Nullable IResolvable value)
      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 parameter is not used if FlexMatchMode is set to STANDALONE .

    • setGameProperties

      @Stability(Stable) public void setGameProperties(@Nullable List<Object> value)
      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 parameter is not used if FlexMatchMode is set to STANDALONE .

    • getGameSessionData

      @Stability(Stable) @Nullable public String getGameSessionData()
      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 parameter is not used if FlexMatchMode is set to STANDALONE .

    • setGameSessionData

      @Stability(Stable) public void setGameSessionData(@Nullable String value)
      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 parameter is not used if FlexMatchMode is set to STANDALONE .

    • getGameSessionQueueArns

      @Stability(Stable) @Nullable public List<String> getGameSessionQueueArns()
      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.
    • setGameSessionQueueArns

      @Stability(Stable) public void setGameSessionQueueArns(@Nullable List<String> value)
      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.
    • getNotificationTarget

      @Stability(Stable) @Nullable public String getNotificationTarget()
      An SNS topic ARN that is set up to receive matchmaking notifications.

      See Setting up notifications for matchmaking for more information.

    • setNotificationTarget

      @Stability(Stable) public void setNotificationTarget(@Nullable String value)
      An SNS topic ARN that is set up to receive matchmaking notifications.

      See Setting up notifications for matchmaking for more information.