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api_op_CreateMatchmakingConfiguration.go
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api_op_CreateMatchmakingConfiguration.go
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// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT.
package gamelift
import (
"context"
"fmt"
"github.com/aws/aws-sdk-go-v2/aws"
"github.com/aws/aws-sdk-go-v2/internal/awsutil"
)
// Represents the input for a request action.
type CreateMatchmakingConfigurationInput struct {
_ struct{} `type:"structure"`
// 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.
//
// AcceptanceRequired is a required field
AcceptanceRequired *bool `type:"boolean" required:"true"`
// Length of time (in seconds) to wait for players to accept a proposed match.
// If any player rejects the match or fails to accept before the timeout, the
// ticket continues to look for an acceptable match.
AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`
// 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.
AdditionalPlayerCount *int64 `type:"integer"`
// Method 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 StartMatchBackfill 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/developerguide/match-backfill.html).
BackfillMode BackfillMode `type:"string" enum:"true"`
// Information to be added to all events related to this matchmaking configuration.
CustomEventData *string `type:"string"`
// Meaningful description of the matchmaking configuration.
Description *string `min:"1" type:"string"`
// 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.
GameProperties []GameProperty `type:"list"`
// 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.
GameSessionData *string `min:"1" type:"string"`
// Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
// that is assigned to a game session queue and uniquely identifies it. Format
// is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>.
// These queues are used when placing game sessions for matches that are created
// with this matchmaking configuration. Queues can be located in any region.
//
// GameSessionQueueArns is a required field
GameSessionQueueArns []string `type:"list" required:"true"`
// Unique identifier for a matchmaking configuration. This name is used to identify
// the configuration associated with a matchmaking request or ticket.
//
// Name is a required field
Name *string `type:"string" required:"true"`
// SNS topic ARN that is set up to receive matchmaking notifications.
NotificationTarget *string `type:"string"`
// 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 is a required field
RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"`
// 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.
//
// RuleSetName is a required field
RuleSetName *string `type:"string" required:"true"`
}
// String returns the string representation
func (s CreateMatchmakingConfigurationInput) String() string {
return awsutil.Prettify(s)
}
// Validate inspects the fields of the type to determine if they are valid.
func (s *CreateMatchmakingConfigurationInput) Validate() error {
invalidParams := aws.ErrInvalidParams{Context: "CreateMatchmakingConfigurationInput"}
if s.AcceptanceRequired == nil {
invalidParams.Add(aws.NewErrParamRequired("AcceptanceRequired"))
}
if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 {
invalidParams.Add(aws.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1))
}
if s.Description != nil && len(*s.Description) < 1 {
invalidParams.Add(aws.NewErrParamMinLen("Description", 1))
}
if s.GameSessionData != nil && len(*s.GameSessionData) < 1 {
invalidParams.Add(aws.NewErrParamMinLen("GameSessionData", 1))
}
if s.GameSessionQueueArns == nil {
invalidParams.Add(aws.NewErrParamRequired("GameSessionQueueArns"))
}
if s.Name == nil {
invalidParams.Add(aws.NewErrParamRequired("Name"))
}
if s.RequestTimeoutSeconds == nil {
invalidParams.Add(aws.NewErrParamRequired("RequestTimeoutSeconds"))
}
if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 {
invalidParams.Add(aws.NewErrParamMinValue("RequestTimeoutSeconds", 1))
}
if s.RuleSetName == nil {
invalidParams.Add(aws.NewErrParamRequired("RuleSetName"))
}
if s.GameProperties != nil {
for i, v := range s.GameProperties {
if err := v.Validate(); err != nil {
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(aws.ErrInvalidParams))
}
}
}
if invalidParams.Len() > 0 {
return invalidParams
}
return nil
}
// Represents the returned data in response to a request action.
type CreateMatchmakingConfigurationOutput struct {
_ struct{} `type:"structure"`
// Object that describes the newly created matchmaking configuration.
Configuration *MatchmakingConfiguration `type:"structure"`
}
// String returns the string representation
func (s CreateMatchmakingConfigurationOutput) String() string {
return awsutil.Prettify(s)
}
const opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration"
// CreateMatchmakingConfigurationRequest returns a request value for making API operation for
// Amazon GameLift.
//
// Defines a new matchmaking configuration for use with FlexMatch. A matchmaking
// configuration sets out guidelines for matching players and getting the matches
// into games. You can set up multiple matchmaking configurations to handle
// the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking
// or StartMatchBackfill) specifies a configuration for the match and provides
// player attributes to support the configuration being used.
//
// To create a matchmaking configuration, at a minimum you must specify the
// following: configuration name; a rule set that governs how to evaluate players
// and find acceptable matches; a game session queue to use when placing a new
// game session for the match; and the maximum time allowed for a matchmaking
// attempt.
//
// There are two ways to track the progress of matchmaking tickets: (1) polling
// ticket status with DescribeMatchmaking; or (2) receiving notifications with
// Amazon Simple Notification Service (SNS). To use notifications, you first
// need to set up an SNS topic to receive the notifications, and provide the
// topic ARN in the matchmaking configuration. Since notifications promise only
// "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications
// are received within 30 seconds.
//
// Learn more
//
// Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)
//
// Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)
//
// Related operations
//
// * CreateMatchmakingConfiguration
//
// * DescribeMatchmakingConfigurations
//
// * UpdateMatchmakingConfiguration
//
// * DeleteMatchmakingConfiguration
//
// * CreateMatchmakingRuleSet
//
// * DescribeMatchmakingRuleSets
//
// * ValidateMatchmakingRuleSet
//
// * DeleteMatchmakingRuleSet
//
// // Example sending a request using CreateMatchmakingConfigurationRequest.
// req := client.CreateMatchmakingConfigurationRequest(params)
// resp, err := req.Send(context.TODO())
// if err == nil {
// fmt.Println(resp)
// }
//
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (c *Client) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest {
op := &aws.Operation{
Name: opCreateMatchmakingConfiguration,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &CreateMatchmakingConfigurationInput{}
}
req := c.newRequest(op, input, &CreateMatchmakingConfigurationOutput{})
return CreateMatchmakingConfigurationRequest{Request: req, Input: input, Copy: c.CreateMatchmakingConfigurationRequest}
}
// CreateMatchmakingConfigurationRequest is the request type for the
// CreateMatchmakingConfiguration API operation.
type CreateMatchmakingConfigurationRequest struct {
*aws.Request
Input *CreateMatchmakingConfigurationInput
Copy func(*CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest
}
// Send marshals and sends the CreateMatchmakingConfiguration API request.
func (r CreateMatchmakingConfigurationRequest) Send(ctx context.Context) (*CreateMatchmakingConfigurationResponse, error) {
r.Request.SetContext(ctx)
err := r.Request.Send()
if err != nil {
return nil, err
}
resp := &CreateMatchmakingConfigurationResponse{
CreateMatchmakingConfigurationOutput: r.Request.Data.(*CreateMatchmakingConfigurationOutput),
response: &aws.Response{Request: r.Request},
}
return resp, nil
}
// CreateMatchmakingConfigurationResponse is the response type for the
// CreateMatchmakingConfiguration API operation.
type CreateMatchmakingConfigurationResponse struct {
*CreateMatchmakingConfigurationOutput
response *aws.Response
}
// SDKResponseMetdata returns the response metadata for the
// CreateMatchmakingConfiguration request.
func (r *CreateMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response {
return r.response
}