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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"
)
// Updates settings for a FlexMatch matchmaking configuration. These changes
// affect all matches and game sessions that are created after the update. To
// update settings, specify the configuration name to be updated and provide the
// new settings. Learn more Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)
func (c *Client) UpdateMatchmakingConfiguration(ctx context.Context, params *UpdateMatchmakingConfigurationInput, optFns ...func(*Options)) (*UpdateMatchmakingConfigurationOutput, error) {
if params == nil {
params = &UpdateMatchmakingConfigurationInput{}
}
result, metadata, err := c.invokeOperation(ctx, "UpdateMatchmakingConfiguration", params, optFns, c.addOperationUpdateMatchmakingConfigurationMiddlewares)
if err != nil {
return nil, err
}
out := result.(*UpdateMatchmakingConfigurationOutput)
out.ResultMetadata = metadata
return out, nil
}
type UpdateMatchmakingConfigurationInput struct {
// A unique identifier for the matchmaking configuration to update. You can use
// either the configuration name or ARN value.
//
// This member is required.
Name *string
// 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.
// With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
// to indicate when a completed potential match is waiting for player acceptance.
AcceptanceRequired *bool
// 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 that is used to backfill game sessions 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 GameLift
// create a match 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 add to all events related to the matchmaking configuration.
CustomEventData *string
// A description for 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 game session 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
// 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.
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.
RuleSetName *string
noSmithyDocumentSerde
}
type UpdateMatchmakingConfigurationOutput struct {
// The updated matchmaking configuration.
Configuration *types.MatchmakingConfiguration
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationUpdateMatchmakingConfigurationMiddlewares(stack *middleware.Stack, options Options) (err error) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
err = stack.Serialize.Add(&awsAwsjson11_serializeOpUpdateMatchmakingConfiguration{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpUpdateMatchmakingConfiguration{}, middleware.After)
if err != nil {
return err
}
if err := addProtocolFinalizerMiddlewares(stack, options, "UpdateMatchmakingConfiguration"); 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 = addOpUpdateMatchmakingConfigurationValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opUpdateMatchmakingConfiguration(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_opUpdateMatchmakingConfiguration(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "UpdateMatchmakingConfiguration",
}
}
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