// 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"` // 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. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` // The 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"` // 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. AdditionalPlayerCount *int64 `type:"integer"` // 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 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"` // A human-readable description of the matchmaking configuration. Description *string `min:"1" type:"string"` // 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 (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"` // 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 (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/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. 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"` // A 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"` // An SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"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 is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // A unique identifier for a 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 is a required field RuleSetName *string `min:"1" type:"string" required:"true"` // A list of labels to assign to the new matchmaking configuration resource. // Tags are developer-defined key-value pairs. Tagging AWS resources are useful // for resource management, access management and cost allocation. For more // information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []Tag `type:"list"` } // 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.RuleSetName != nil && len(*s.RuleSetName) < 1 { invalidParams.Add(aws.NewErrParamMinLen("RuleSetName", 1)) } 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 s.Tags != nil { for i, v := range s.Tags { if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", 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 }