MatchmakingConfiguration class
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Constructors
-
MatchmakingConfiguration({bool? acceptanceRequired, int? acceptanceTimeoutSeconds, int? additionalPlayerCount, BackfillMode? backfillMode, String? configurationArn, DateTime? creationTime, String? customEventData, String? description, FlexMatchMode? flexMatchMode, List<
GameProperty> ? gameProperties, String? gameSessionData, List<String> ? gameSessionQueueArns, String? name, String? notificationTarget, int? requestTimeoutSeconds, String? ruleSetArn, String? ruleSetName}) -
MatchmakingConfiguration.fromJson(Map<
String, dynamic> json) -
factory
Properties
- acceptanceRequired → 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.final - acceptanceTimeoutSeconds → int?
-
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 tickets are returned to the ticket pool
and continue to be evaluated for an acceptable match.
final
- additionalPlayerCount → int?
-
The number of player slots in a match to keep open for future players. For
example, assume that the configuration's rule set specifies a match for a
single 12-person team. If the additional player count is set to 2, only 10
players are initially selected for the match. This parameter is not used
when
FlexMatchMode
is set toSTANDALONE
.final - backfillMode → 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 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. Automatic backfill is not available when
FlexMatchMode
is set toSTANDALONE
.final - configurationArn → String?
-
Amazon Resource Name (ARN)
that is assigned to a GameLift matchmaking configuration resource and
uniquely identifies it. ARNs are unique across all Regions. In a GameLift
configuration ARN, the resource ID matches the Name value.
final
- creationTime → DateTime?
-
The time stamp indicating when this data object was created. The format is a
number expressed in Unix time as milliseconds (for example
"1469498468.057").
final
- customEventData → String?
-
Information to attach to all events related to the matchmaking
configuration.
final
- description → String?
-
A descriptive label that is associated with matchmaking configuration.
final
- flexMatchMode → FlexMatchMode?
-
Indicates whether this matchmaking configuration is being used with GameLift
hosting or as a standalone matchmaking solution.
final
-
gameProperties
→ List<
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). 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 toSTANDALONE
.final - gameSessionData → String?
-
A 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). 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 toSTANDALONE
.final -
gameSessionQueueArns
→ List<
String> ? -
Amazon Resource Name (ARN)
that is assigned to a GameLift game session queue resource and uniquely
identifies it. ARNs are unique across all Regions. 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. Thais property
is not set when
FlexMatchMode
is set toSTANDALONE
.final - hashCode → int
-
The hash code for this object.
no setterinherited
- name → String?
-
A unique identifier for a matchmaking configuration. This name is used to
identify the configuration associated with a matchmaking request or ticket.
final
- notificationTarget → String?
-
An SNS topic ARN that is set up to receive matchmaking notifications.
final
- requestTimeoutSeconds → int?
-
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.
final
- ruleSetArn → String?
-
The Amazon Resource Name (ARN)
associated with the GameLift matchmaking rule set resource that this
configuration uses.
final
- ruleSetName → String?
-
A unique identifier for a matchmaking rule set to use with this
configuration. A matchmaking configuration can only use rule sets that are
defined in the same Region.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited