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// Code generated by smithy-go-codegen DO NOT EDIT.
package gamelift
import (
"context"
"fmt"
awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware"
"github.com/aws/aws-sdk-go-v2/aws/signer/v4"
"github.com/aws/aws-sdk-go-v2/service/gamelift/types"
"github.com/aws/smithy-go/middleware"
smithyhttp "github.com/aws/smithy-go/transport/http"
)
// Defines a new matchmaking configuration for use with FlexMatch. Whether your
// are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking
// service, the matchmaking configuration sets out rules for matching players and
// forming teams. If you're also using Amazon GameLift hosting, it 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
// consistent with that configuration. To create a matchmaking configuration, you
// must provide the following: configuration name and FlexMatch mode (with or
// without Amazon GameLift hosting); a rule set that specifies how to evaluate
// players and find acceptable matches; whether player acceptance is required; and
// the maximum time allowed for a matchmaking attempt. When using FlexMatch with
// Amazon GameLift hosting, you also need to identify the game session queue to use
// when starting a game session for the match. In addition, you must set up an
// Amazon Simple Notification Service topic to receive matchmaking notifications.
// Provide the topic ARN in the matchmaking configuration. Learn more Design a
// FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)
// Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
func (c *Client) CreateMatchmakingConfiguration(ctx context.Context, params *CreateMatchmakingConfigurationInput, optFns ...func(*Options)) (*CreateMatchmakingConfigurationOutput, error) {
if params == nil {
params = &CreateMatchmakingConfigurationInput{}
}
result, metadata, err := c.invokeOperation(ctx, "CreateMatchmakingConfiguration", params, optFns, c.addOperationCreateMatchmakingConfigurationMiddlewares)
if err != nil {
return nil, err
}
out := result.(*CreateMatchmakingConfigurationOutput)
out.ResultMetadata = metadata
return out, nil
}
type CreateMatchmakingConfigurationInput struct {
// 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 status REQUIRES_ACCEPTANCE
// to indicate when a completed potential match is waiting for player acceptance.
//
// This member is required.
AcceptanceRequired *bool
// A unique identifier for the matchmaking configuration. This name is used to
// identify the configuration associated with a matchmaking request or ticket.
//
// This member is required.
Name *string
// 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.
//
// This member is required.
RequestTimeoutSeconds *int32
// 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.
//
// This member is required.
RuleSetName *string
// The length of time (in seconds) to wait for players to accept a proposed match,
// if acceptance is required.
AcceptanceTimeoutSeconds *int32
// 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 to STANDALONE .
AdditionalPlayerCount *int32
// 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. Specify AUTOMATIC
// to have Amazon GameLift create a backfill request 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 .
BackfillMode types.BackfillMode
// Information to be added to all events related to this matchmaking configuration.
CustomEventData *string
// A human-readable description of the matchmaking configuration.
Description *string
// 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 (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
// event.
// - WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift
// queue to start a game session for the match.
FlexMatchMode types.FlexMatchMode
// A set of key-value pairs that can store custom data in a game session. For
// example: {"Key": "difficulty", "Value": "novice"} . This information is added to
// the new GameSession object that is created for a successful match. This
// parameter is not used if FlexMatchMode is set to STANDALONE .
GameProperties []types.GameProperty
// 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 (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 if FlexMatchMode is set to
// STANDALONE .
GameSessionData *string
// The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)
// ) 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:::gamesessionqueue/ . 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. If FlexMatchMode is set
// to STANDALONE , do not set this parameter.
GameSessionQueueArns []string
// An SNS topic ARN that is set up to receive matchmaking notifications. See
// Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
// for more information.
NotificationTarget *string
// A list of labels to assign to the new matchmaking configuration resource. Tags
// are developer-defined key-value pairs. Tagging Amazon Web Services resources are
// useful for resource management, access management and cost allocation. For more
// information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
// in the Amazon Web Services General Reference.
Tags []types.Tag
noSmithyDocumentSerde
}
type CreateMatchmakingConfigurationOutput struct {
// Object that describes the newly created matchmaking configuration.
Configuration *types.MatchmakingConfiguration
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationCreateMatchmakingConfigurationMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpCreateMatchmakingConfiguration{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpCreateMatchmakingConfiguration{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "CreateMatchmakingConfiguration"); err != nil {
return fmt.Errorf("add protocol finalizers: %v", err)
}
if err = addlegacyEndpointContextSetter(stack, options); err != nil {
return err
}
if err = addSetLoggerMiddleware(stack, options); err != nil {
return err
}
if err = awsmiddleware.AddClientRequestIDMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddComputeContentLengthMiddleware(stack); err != nil {
return err
}
if err = addResolveEndpointMiddleware(stack, options); err != nil {
return err
}
if err = v4.AddComputePayloadSHA256Middleware(stack); err != nil {
return err
}
if err = addRetryMiddlewares(stack, options); err != nil {
return err
}
if err = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
return err
}
if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
return err
}
if err = addClientUserAgent(stack, options); err != nil {
return err
}
if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = addSetLegacyContextSigningOptionsMiddleware(stack); err != nil {
return err
}
if err = addOpCreateMatchmakingConfigurationValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opCreateMatchmakingConfiguration(options.Region), middleware.Before); err != nil {
return err
}
if err = awsmiddleware.AddRecursionDetection(stack); err != nil {
return err
}
if err = addRequestIDRetrieverMiddleware(stack); err != nil {
return err
}
if err = addResponseErrorMiddleware(stack); err != nil {
return err
}
if err = addRequestResponseLogging(stack, options); err != nil {
return err
}
if err = addDisableHTTPSMiddleware(stack, options); err != nil {
return err
}
return nil
}
func newServiceMetadataMiddleware_opCreateMatchmakingConfiguration(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "CreateMatchmakingConfiguration",
}
}
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