CfnMatchmakingConfiguration
- class aws_cdk.aws_gamelift.CfnMatchmakingConfiguration(scope, id, *, acceptance_required, name, request_timeout_seconds, rule_set_name, acceptance_timeout_seconds=None, additional_player_count=None, backfill_mode=None, custom_event_data=None, description=None, flex_match_mode=None, game_properties=None, game_session_data=None, game_session_queue_arns=None, notification_target=None, tags=None)
Bases:
CfnResource
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.- CloudformationResource:
AWS::GameLift::MatchmakingConfiguration
- Link:
- ExampleMetadata:
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.aws_gamelift as gamelift cfn_matchmaking_configuration = gamelift.CfnMatchmakingConfiguration(self, "MyCfnMatchmakingConfiguration", acceptance_required=False, name="name", request_timeout_seconds=123, rule_set_name="ruleSetName", # the properties below are optional acceptance_timeout_seconds=123, additional_player_count=123, backfill_mode="backfillMode", custom_event_data="customEventData", description="description", flex_match_mode="flexMatchMode", game_properties=[gamelift.CfnMatchmakingConfiguration.GamePropertyProperty( key="key", value="value" )], game_session_data="gameSessionData", game_session_queue_arns=["gameSessionQueueArns"], notification_target="notificationTarget", tags=[CfnTag( key="key", value="value" )] )
Create a new
AWS::GameLift::MatchmakingConfiguration
.- Parameters:
scope (
Construct
) –scope in which this resource is defined.
id (
str
) –scoped id of the resource.
acceptance_required (
Union
[bool
,IResolvable
]) – A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set toTRUE
. With this option enabled, matchmaking tickets use the statusREQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.name (
str
) – A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.request_timeout_seconds (
Union
[int
,float
]) – 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.rule_set_name (
str
) – 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.acceptance_timeout_seconds (
Union
[int
,float
,None
]) – The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.additional_player_count (
Union
[int
,float
,None
]) – 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 ifFlexMatchMode
is set toSTANDALONE
.backfill_mode (
Optional
[str
]) – The method used to backfill game sessions that are created with this matchmaking configuration. SpecifyMANUAL
when your game manages backfill requests manually or does not use the match backfill feature. SpecifyAUTOMATIC
to have GameLift create aStartMatchBackfill
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 whenFlexMatchMode
is set toSTANDALONE
.custom_event_data (
Optional
[str
]) – Information to add to all events related to the matchmaking configuration.description (
Optional
[str
]) – A description for the matchmaking configuration.flex_match_mode (
Optional
[str
]) – 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.game_properties (
Union
[IResolvable
,Sequence
[Union
[IResolvable
,GamePropertyProperty
,Dict
[str
,Any
]]],None
]) – 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 ifFlexMatchMode
is set toSTANDALONE
.game_session_data (
Optional
[str
]) –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 toSTANDALONE
.game_session_queue_arns (
Optional
[Sequence
[str
]]) – 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 isarn: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. IfFlexMatchMode
is set toSTANDALONE
, do not set this parameter.notification_target (
Optional
[str
]) – An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.tags (
Optional
[Sequence
[Union
[CfnTag
,Dict
[str
,Any
]]]]) – 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.
Methods
- add_deletion_override(path)
Syntactic sugar for
addOverride(path, undefined)
.- Parameters:
path (
str
) – The path of the value to delete.- Return type:
None
- add_depends_on(target)
Indicates that this resource depends on another resource and cannot be provisioned unless the other resource has been successfully provisioned.
This can be used for resources across stacks (or nested stack) boundaries and the dependency will automatically be transferred to the relevant scope.
- Parameters:
target (
CfnResource
)- Return type:
None
- add_metadata(key, value)
Add a value to the CloudFormation Resource Metadata.
- Parameters:
key (
str
)value (
Any
)
- See:
- Return type:
None
Note that this is a different set of metadata from CDK node metadata; this metadata ends up in the stack template under the resource, whereas CDK node metadata ends up in the Cloud Assembly.
- add_override(path, value)
Adds an override to the synthesized CloudFormation resource.
To add a property override, either use
addPropertyOverride
or prefixpath
with “Properties.” (i.e.Properties.TopicName
).If the override is nested, separate each nested level using a dot (.) in the path parameter. If there is an array as part of the nesting, specify the index in the path.
To include a literal
.
in the property name, prefix with a\
. In most programming languages you will need to write this as"\\."
because the\
itself will need to be escaped.For example:
cfn_resource.add_override("Properties.GlobalSecondaryIndexes.0.Projection.NonKeyAttributes", ["myattribute"]) cfn_resource.add_override("Properties.GlobalSecondaryIndexes.1.ProjectionType", "INCLUDE")
would add the overrides Example:
"Properties": { "GlobalSecondaryIndexes": [ { "Projection": { "NonKeyAttributes": [ "myattribute" ] ... } ... }, { "ProjectionType": "INCLUDE" ... }, ] ... }
The
value
argument toaddOverride
will not be processed or translated in any way. Pass raw JSON values in here with the correct capitalization for CloudFormation. If you pass CDK classes or structs, they will be rendered with lowercased key names, and CloudFormation will reject the template.- Parameters:
path (
str
) –The path of the property, you can use dot notation to override values in complex types. Any intermdediate keys will be created as needed.
value (
Any
) –The value. Could be primitive or complex.
- Return type:
None
- add_property_deletion_override(property_path)
Adds an override that deletes the value of a property from the resource definition.
- Parameters:
property_path (
str
) – The path to the property.- Return type:
None
- add_property_override(property_path, value)
Adds an override to a resource property.
Syntactic sugar for
addOverride("Properties.<...>", value)
.- Parameters:
property_path (
str
) – The path of the property.value (
Any
) – The value.
- Return type:
None
- apply_removal_policy(policy=None, *, apply_to_update_replace_policy=None, default=None)
Sets the deletion policy of the resource based on the removal policy specified.
The Removal Policy controls what happens to this resource when it stops being managed by CloudFormation, either because you’ve removed it from the CDK application or because you’ve made a change that requires the resource to be replaced.
The resource can be deleted (
RemovalPolicy.DESTROY
), or left in your AWS account for data recovery and cleanup later (RemovalPolicy.RETAIN
).- Parameters:
policy (
Optional
[RemovalPolicy
])apply_to_update_replace_policy (
Optional
[bool
]) – Apply the same deletion policy to the resource’s “UpdateReplacePolicy”. Default: truedefault (
Optional
[RemovalPolicy
]) – The default policy to apply in case the removal policy is not defined. Default: - Default value is resource specific. To determine the default value for a resoure, please consult that specific resource’s documentation.
- Return type:
None
- get_att(attribute_name)
Returns a token for an runtime attribute of this resource.
Ideally, use generated attribute accessors (e.g.
resource.arn
), but this can be used for future compatibility in case there is no generated attribute.- Parameters:
attribute_name (
str
) – The name of the attribute.- Return type:
- get_metadata(key)
Retrieve a value value from the CloudFormation Resource Metadata.
- Parameters:
key (
str
)- See:
- Return type:
Any
Note that this is a different set of metadata from CDK node metadata; this metadata ends up in the stack template under the resource, whereas CDK node metadata ends up in the Cloud Assembly.
- inspect(inspector)
Examines the CloudFormation resource and discloses attributes.
- Parameters:
inspector (
TreeInspector
) –tree inspector to collect and process attributes.
- Return type:
None
- override_logical_id(new_logical_id)
Overrides the auto-generated logical ID with a specific ID.
- Parameters:
new_logical_id (
str
) – The new logical ID to use for this stack element.- Return type:
None
- to_string()
Returns a string representation of this construct.
- Return type:
str
- Returns:
a string representation of this resource
Attributes
- CFN_RESOURCE_TYPE_NAME = 'AWS::GameLift::MatchmakingConfiguration'
- acceptance_required
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 statusREQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.
- acceptance_timeout_seconds
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
- additional_player_count
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 toSTANDALONE
.
- attr_arn
The unique Amazon Resource Name (ARN) for the
MatchmakingConfiguration
.- CloudformationAttribute:
Arn
- attr_name
The
MatchmakingConfiguration
name, which is unique.- CloudformationAttribute:
Name
- backfill_mode
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. SpecifyAUTOMATIC
to have GameLift create aStartMatchBackfill
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 whenFlexMatchMode
is set toSTANDALONE
.
- cfn_options
Options for this resource, such as condition, update policy etc.
- cfn_resource_type
AWS resource type.
- creation_stack
return:
the stack trace of the point where this Resource was created from, sourced from the +metadata+ entry typed +aws:cdk:logicalId+, and with the bottom-most node +internal+ entries filtered.
- custom_event_data
Information to add to all events related to the matchmaking configuration.
- description
A description for the matchmaking configuration.
- flex_match_mode
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.
- game_properties
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 toSTANDALONE
.
- game_session_data
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 toSTANDALONE
.
- game_session_queue_arns
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. IfFlexMatchMode
is set toSTANDALONE
, do not set this parameter.
- logical_id
The logical ID for this CloudFormation stack element.
The logical ID of the element is calculated from the path of the resource node in the construct tree.
To override this value, use
overrideLogicalId(newLogicalId)
.- Returns:
the logical ID as a stringified token. This value will only get resolved during synthesis.
- name
A unique identifier for the matchmaking configuration.
This name is used to identify the configuration associated with a matchmaking request or ticket.
- node
The construct tree node associated with this construct.
- notification_target
An SNS topic ARN that is set up to receive matchmaking notifications.
See Setting up notifications for matchmaking for more information.
- ref
Return a string that will be resolved to a CloudFormation
{ Ref }
for this element.If, by any chance, the intrinsic reference of a resource is not a string, you could coerce it to an IResolvable through
Lazy.any({ produce: resource.ref })
.
- request_timeout_seconds
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.
- rule_set_name
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.
- stack
The stack in which this element is defined.
CfnElements must be defined within a stack scope (directly or indirectly).
- tags
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.
Static Methods
- classmethod is_cfn_element(x)
Returns
true
if a construct is a stack element (i.e. part of the synthesized cloudformation template).Uses duck-typing instead of
instanceof
to allow stack elements from different versions of this library to be included in the same stack.- Parameters:
x (
Any
)- Return type:
bool
- Returns:
The construct as a stack element or undefined if it is not a stack element.
- classmethod is_cfn_resource(construct)
Check whether the given construct is a CfnResource.
- Parameters:
construct (
IConstruct
)- Return type:
bool
- classmethod is_construct(x)
Return whether the given object is a Construct.
- Parameters:
x (
Any
)- Return type:
bool
GamePropertyProperty
- class CfnMatchmakingConfiguration.GamePropertyProperty(*, key, value)
Bases:
object
Set of key-value pairs that contain information about a game session.
When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide .
- Parameters:
key (
str
) – The game property identifier.value (
str
) – The game property value.
- Link:
- ExampleMetadata:
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.aws_gamelift as gamelift game_property_property = gamelift.CfnMatchmakingConfiguration.GamePropertyProperty( key="key", value="value" )
Attributes
- key
The game property identifier.