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NAMEPaws::GameLift::MatchmakingConfiguration USAGEThis class represents one of two things: Arguments in a call to a service Use the attributes of this class as arguments to methods. You shouldn't make instances of this class. Each attribute should be used as a named argument in the calls that expect this type of object. As an example, if Att1 is expected to be a Paws::GameLift::MatchmakingConfiguration object: $service_obj->Method(Att1 => { AcceptanceRequired => $value, ..., RuleSetName => $value }); Results returned from an API call Use accessors for each attribute. If Att1 is expected to be an Paws::GameLift::MatchmakingConfiguration object: $result = $service_obj->Method(...); $result->Att1->AcceptanceRequired DESCRIPTIONGuidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration. ATTRIBUTESAcceptanceRequired => BoolA 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 => IntThe 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 => IntThe 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 => StrThe 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 (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). Automatic backfill is not available when "FlexMatchMode" is set to "STANDALONE". ConfigurationArn => StrThe Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) 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 => StrA time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). CustomEventData => StrInformation to attach to all events related to the matchmaking configuration. Description => StrA descriptive label that is associated with matchmaking configuration. FlexMatchMode => StrIndicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
GameProperties => ArrayRef[Paws::GameLift::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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). 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 => StrA 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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). 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 => ArrayRef[Str|Undef]The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) 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 => StrA unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket. NotificationTarget => StrAn SNS topic ARN that is set up to receive matchmaking notifications. RequestTimeoutSeconds => IntThe 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 => StrThe Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) associated with the GameLift matchmaking rule set resource that this configuration uses. RuleSetName => StrA 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. SEE ALSOThis class forms part of Paws, describing an object used in Paws::GameLift BUGS and CONTRIBUTIONSThe source code is located here: <https://github.com/pplu/aws-sdk-perl> Please report bugs to: <https://github.com/pplu/aws-sdk-perl/issues>
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