QueuedMatchmakingConfigurationProps
- class aws_cdk.aws_gamelift_alpha.QueuedMatchmakingConfigurationProps(*, matchmaking_configuration_name, rule_set, acceptance_timeout=None, custom_event_data=None, description=None, notification_target=None, request_timeout=None, require_acceptance=None, game_session_queues, additional_player_count=None, game_properties=None, game_session_data=None, manual_backfill_mode=None)
Bases:
MatchmakingConfigurationProps
(experimental) Properties for a new queued matchmaking configuration.
- Parameters:
matchmaking_configuration_name (
str
) – (experimental) A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.rule_set (
IMatchmakingRuleSet
) – (experimental) A matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.acceptance_timeout (
Optional
[Duration
]) – (experimental) The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. Default: 300 secondscustom_event_data (
Optional
[str
]) – (experimental) Information to add to all events related to the matchmaking configuration. Default: no custom data added to eventsdescription (
Optional
[str
]) – (experimental) A human-readable description of the matchmaking configuration. Default: no description is providednotification_target (
Optional
[ITopic
]) – (experimental) An SNS topic ARN that is set up to receive matchmaking notifications. Default: no notification targetrequest_timeout (
Optional
[Duration
]) – (experimental) The maximum duration, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed. Default: 300 secondsrequire_acceptance (
Optional
[bool
]) – (experimental) A flag that determines whether a match that was created with this configuration must be accepted by the matched players. With this option enabled, matchmaking tickets use the statusREQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance. Default: Acceptance is not requiredgame_session_queues (
Sequence
[IGameSessionQueue
]) – (experimental) Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.additional_player_count (
Union
[int
,float
,None
]) – (experimental) 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. Default: no additional player slotsgame_properties (
Optional
[Sequence
[Union
[GameProperty
,Dict
[str
,Any
]]]]) – (experimental) 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. Default: no additional game propertiesgame_session_data (
Optional
[str
]) – (experimental) 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. Default: no additional game session datamanual_backfill_mode (
Optional
[bool
]) – (experimental) The method used to backfill game sessions that are created with this matchmaking configuration. - Choose manual when your game manages backfill requests manually or does not use the match backfill feature. - Otherwise backfill is settled to automatic to have GameLift create aStartMatchBackfill
request whenever a game session has one or more open slots. Default: automatic backfill mode
- Stability:
experimental
- ExampleMetadata:
infused
Example:
# queue: gamelift.GameSessionQueue # rule_set: gamelift.MatchmakingRuleSet gamelift.QueuedMatchmakingConfiguration(self, "QueuedMatchmakingConfiguration", matchmaking_configuration_name="test-queued-config-name", game_session_queues=[queue], rule_set=rule_set )
Attributes
- acceptance_timeout
(experimental) The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
- Default:
300 seconds
- Stability:
experimental
- additional_player_count
(experimental) 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.
- Default:
no additional player slots
- Stability:
experimental
- custom_event_data
(experimental) Information to add to all events related to the matchmaking configuration.
- Default:
no custom data added to events
- Stability:
experimental
- description
(experimental) A human-readable description of the matchmaking configuration.
- Default:
no description is provided
- Stability:
experimental
- game_properties
(experimental) 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.
- Default:
no additional game properties
- See:
- Stability:
experimental
- game_session_data
(experimental) 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.
- Default:
no additional game session data
- See:
- Stability:
experimental
- game_session_queues
(experimental) Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration.
Queues can be located in any Region.
- Stability:
experimental
- manual_backfill_mode
(experimental) The method used to backfill game sessions that are created with this matchmaking configuration.
Choose manual when your game manages backfill requests manually or does not use the match backfill feature.
Otherwise backfill is settled to automatic to have GameLift create a
StartMatchBackfill
request whenever a game session has one or more open slots.
- Default:
automatic backfill mode
- See:
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html
- Stability:
experimental
- matchmaking_configuration_name
(experimental) A unique identifier for the matchmaking configuration.
This name is used to identify the configuration associated with a matchmaking request or ticket.
- Stability:
experimental
- notification_target
(experimental) An SNS topic ARN that is set up to receive matchmaking notifications.
- Default:
no notification target
- See:
- Stability:
experimental
- request_timeout
(experimental) The maximum duration, that a matchmaking ticket can remain in process before timing out.
Requests that fail due to timing out can be resubmitted as needed.
- Default:
300 seconds
- Stability:
experimental
- require_acceptance
(experimental) A flag that determines whether a match that was created with this configuration must be accepted by the matched players.
With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.- Default:
Acceptance is not required
- Stability:
experimental
- rule_set
(experimental) A matchmaking rule set to use with this configuration.
A matchmaking configuration can only use rule sets that are defined in the same Region.
- Stability:
experimental