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 to STANDALONE.
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 to STANDALONE.
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 to STANDALONE.
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 to STANDALONE.
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 to STANDALONE.
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