@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class CreateMatchmakingConfigurationRequest extends AmazonWebServiceRequest implements Serializable, Cloneable
Represents the input for a request operation.
NOOP| Constructor and Description | 
|---|
| CreateMatchmakingConfigurationRequest() | 
| Modifier and Type | Method and Description | 
|---|---|
| CreateMatchmakingConfigurationRequest | clone()Creates a shallow clone of this object for all fields except the handler context. | 
| boolean | equals(Object obj) | 
| Boolean | getAcceptanceRequired()
 A flag that determines whether a match that was created with this configuration must be accepted by the matched
 players. | 
| Integer | getAcceptanceTimeoutSeconds()
 The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. | 
| Integer | getAdditionalPlayerCount()
 The number of player slots in a match to keep open for future players. | 
| String | getBackfillMode()
 The method used to backfill game sessions that are created with this matchmaking configuration. | 
| String | getCustomEventData()
 Information to be added to all events related to this matchmaking configuration. | 
| String | getDescription()
 A human-readable description of the matchmaking configuration. | 
| String | getFlexMatchMode()
 Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
 matchmaking solution. | 
| List<GameProperty> | getGameProperties()
 A set of custom properties for a game session, formatted as key:value pairs. | 
| String | getGameSessionData()
 A set of custom game session properties, formatted as a single string value. | 
| List<String> | getGameSessionQueueArns()
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. | 
| String | getName()
 A unique identifier for the matchmaking configuration. | 
| String | getNotificationTarget()
 An SNS topic ARN that is set up to receive matchmaking notifications. | 
| Integer | getRequestTimeoutSeconds()
 The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. | 
| String | getRuleSetName()
 A unique identifier for the matchmaking rule set to use with this configuration. | 
| List<Tag> | getTags()
 A list of labels to assign to the new matchmaking configuration resource. | 
| int | hashCode() | 
| Boolean | isAcceptanceRequired()
 A flag that determines whether a match that was created with this configuration must be accepted by the matched
 players. | 
| void | setAcceptanceRequired(Boolean acceptanceRequired)
 A flag that determines whether a match that was created with this configuration must be accepted by the matched
 players. | 
| void | setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
 The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. | 
| void | setAdditionalPlayerCount(Integer additionalPlayerCount)
 The number of player slots in a match to keep open for future players. | 
| void | setBackfillMode(String backfillMode)
 The method used to backfill game sessions that are created with this matchmaking configuration. | 
| void | setCustomEventData(String customEventData)
 Information to be added to all events related to this matchmaking configuration. | 
| void | setDescription(String description)
 A human-readable description of the matchmaking configuration. | 
| void | setFlexMatchMode(String flexMatchMode)
 Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
 matchmaking solution. | 
| void | setGameProperties(Collection<GameProperty> gameProperties)
 A set of custom properties for a game session, formatted as key:value pairs. | 
| void | setGameSessionData(String gameSessionData)
 A set of custom game session properties, formatted as a single string value. | 
| void | setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. | 
| void | setName(String name)
 A unique identifier for the matchmaking configuration. | 
| void | setNotificationTarget(String notificationTarget)
 An SNS topic ARN that is set up to receive matchmaking notifications. | 
| void | setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
 The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. | 
| void | setRuleSetName(String ruleSetName)
 A unique identifier for the matchmaking rule set to use with this configuration. | 
| void | setTags(Collection<Tag> tags)
 A list of labels to assign to the new matchmaking configuration resource. | 
| String | toString()Returns a string representation of this object. | 
| CreateMatchmakingConfigurationRequest | withAcceptanceRequired(Boolean acceptanceRequired)
 A flag that determines whether a match that was created with this configuration must be accepted by the matched
 players. | 
| CreateMatchmakingConfigurationRequest | withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
 The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. | 
| CreateMatchmakingConfigurationRequest | withAdditionalPlayerCount(Integer additionalPlayerCount)
 The number of player slots in a match to keep open for future players. | 
| CreateMatchmakingConfigurationRequest | withBackfillMode(BackfillMode backfillMode)
 The method used to backfill game sessions that are created with this matchmaking configuration. | 
| CreateMatchmakingConfigurationRequest | withBackfillMode(String backfillMode)
 The method used to backfill game sessions that are created with this matchmaking configuration. | 
| CreateMatchmakingConfigurationRequest | withCustomEventData(String customEventData)
 Information to be added to all events related to this matchmaking configuration. | 
| CreateMatchmakingConfigurationRequest | withDescription(String description)
 A human-readable description of the matchmaking configuration. | 
| CreateMatchmakingConfigurationRequest | withFlexMatchMode(FlexMatchMode flexMatchMode)
 Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
 matchmaking solution. | 
| CreateMatchmakingConfigurationRequest | withFlexMatchMode(String flexMatchMode)
 Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
 matchmaking solution. | 
| CreateMatchmakingConfigurationRequest | withGameProperties(Collection<GameProperty> gameProperties)
 A set of custom properties for a game session, formatted as key:value pairs. | 
| CreateMatchmakingConfigurationRequest | withGameProperties(GameProperty... gameProperties)
 A set of custom properties for a game session, formatted as key:value pairs. | 
| CreateMatchmakingConfigurationRequest | withGameSessionData(String gameSessionData)
 A set of custom game session properties, formatted as a single string value. | 
| CreateMatchmakingConfigurationRequest | withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. | 
| CreateMatchmakingConfigurationRequest | withGameSessionQueueArns(String... gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. | 
| CreateMatchmakingConfigurationRequest | withName(String name)
 A unique identifier for the matchmaking configuration. | 
| CreateMatchmakingConfigurationRequest | withNotificationTarget(String notificationTarget)
 An SNS topic ARN that is set up to receive matchmaking notifications. | 
| CreateMatchmakingConfigurationRequest | withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
 The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. | 
| CreateMatchmakingConfigurationRequest | withRuleSetName(String ruleSetName)
 A unique identifier for the matchmaking rule set to use with this configuration. | 
| CreateMatchmakingConfigurationRequest | withTags(Collection<Tag> tags)
 A list of labels to assign to the new matchmaking configuration resource. | 
| CreateMatchmakingConfigurationRequest | withTags(Tag... tags)
 A list of labels to assign to the new matchmaking configuration resource. | 
addHandlerContext, getCloneRoot, getCloneSource, getCustomQueryParameters, getCustomRequestHeaders, getGeneralProgressListener, getHandlerContext, getReadLimit, getRequestClientOptions, getRequestCredentials, getRequestCredentialsProvider, getRequestMetricCollector, getSdkClientExecutionTimeout, getSdkRequestTimeout, putCustomQueryParameter, putCustomRequestHeader, setGeneralProgressListener, setRequestCredentials, setRequestCredentialsProvider, setRequestMetricCollector, setSdkClientExecutionTimeout, setSdkRequestTimeout, withGeneralProgressListener, withRequestCredentialsProvider, withRequestMetricCollector, withSdkClientExecutionTimeout, withSdkRequestTimeoutpublic CreateMatchmakingConfigurationRequest()
public void setName(String name)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration
        associated with a matchmaking request or ticket.public String getName()
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public CreateMatchmakingConfigurationRequest withName(String name)
A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration
        associated with a matchmaking request or ticket.public void setDescription(String description)
A human-readable description of the matchmaking configuration.
description - A human-readable description of the matchmaking configuration.public String getDescription()
A human-readable description of the matchmaking configuration.
public CreateMatchmakingConfigurationRequest withDescription(String description)
A human-readable description of the matchmaking configuration.
description - A human-readable description of the matchmaking configuration.public List<String> getGameSessionQueueArns()
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
 Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to STANDALONE, do not set
 this parameter.
 
arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to
         STANDALONE, do not set this parameter.public void setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
 Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to STANDALONE, do not set
 this parameter.
 
gameSessionQueueArns - The Amazon Resource Name (ARN) that is assigned to a
        GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions.
        Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to
        STANDALONE, do not set this parameter.public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(String... gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
 Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to STANDALONE, do not set
 this parameter.
 
 NOTE: This method appends the values to the existing list (if any). Use
 setGameSessionQueueArns(java.util.Collection) or withGameSessionQueueArns(java.util.Collection)
 if you want to override the existing values.
 
gameSessionQueueArns - The Amazon Resource Name (ARN) that is assigned to a
        GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions.
        Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to
        STANDALONE, do not set this parameter.public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
 The Amazon Resource Name (ARN)
 that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
 Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to STANDALONE, do not set
 this parameter.
 
gameSessionQueueArns - The Amazon Resource Name (ARN) that is assigned to a
        GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions.
        Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. 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. If FlexMatchMode is set to
        STANDALONE, do not set this parameter.public void setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
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 - 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.public Integer getRequestTimeoutSeconds()
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.
public CreateMatchmakingConfigurationRequest withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
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 - 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.public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public Integer getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
public CreateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.public void setAcceptanceRequired(Boolean acceptanceRequired)
 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.
 
acceptanceRequired - 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.public Boolean getAcceptanceRequired()
 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.
 
TRUE. With this option enabled, matchmaking
         tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is
         waiting for player acceptance.public CreateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean acceptanceRequired)
 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.
 
acceptanceRequired - 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.public Boolean isAcceptanceRequired()
 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.
 
TRUE. With this option enabled, matchmaking
         tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is
         waiting for player acceptance.public void setRuleSetName(String ruleSetName)
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 - 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.public String getRuleSetName()
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.
public CreateMatchmakingConfigurationRequest withRuleSetName(String ruleSetName)
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 - 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.public void setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications. See  Setting up
        notifications for matchmaking for more information.public String getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
public CreateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications. See  Setting up
        notifications for matchmaking for more information.public void setAdditionalPlayerCount(Integer additionalPlayerCount)
 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 12-person team, and the additional player count is set to 2, only 10 players
 are selected for the match. This parameter is not used if FlexMatchMode is set to
 STANDALONE.
 
additionalPlayerCount - 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 12-person team, and the additional player count is set to 2, only
        10 players are selected for the match. This parameter is not used if FlexMatchMode is set to
        STANDALONE.public Integer getAdditionalPlayerCount()
 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 12-person team, and the additional player count is set to 2, only 10 players
 are selected for the match. This parameter is not used if FlexMatchMode is set to
 STANDALONE.
 
FlexMatchMode is set to STANDALONE.public CreateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer additionalPlayerCount)
 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 12-person team, and the additional player count is set to 2, only 10 players
 are selected for the match. This parameter is not used if FlexMatchMode is set to
 STANDALONE.
 
additionalPlayerCount - 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 12-person team, and the additional player count is set to 2, only
        10 players are selected for the match. This parameter is not used if FlexMatchMode is set to
        STANDALONE.public void setCustomEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
customEventData - Information to be added to all events related to this matchmaking configuration.public String getCustomEventData()
Information to be added to all events related to this matchmaking configuration.
public CreateMatchmakingConfigurationRequest withCustomEventData(String customEventData)
Information to be added to all events related to this matchmaking configuration.
customEventData - Information to be added to all events related to this matchmaking configuration.public List<GameProperty> getGameProperties()
 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 if FlexMatchMode is set to STANDALONE.
 
FlexMatchMode is set to
         STANDALONE.public void setGameProperties(Collection<GameProperty> gameProperties)
 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 if FlexMatchMode is set to STANDALONE.
 
gameProperties - 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 if FlexMatchMode is set to
        STANDALONE.public CreateMatchmakingConfigurationRequest withGameProperties(GameProperty... gameProperties)
 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 if FlexMatchMode is set to STANDALONE.
 
 NOTE: This method appends the values to the existing list (if any). Use
 setGameProperties(java.util.Collection) or withGameProperties(java.util.Collection) if you want
 to override the existing values.
 
gameProperties - 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 if FlexMatchMode is set to
        STANDALONE.public CreateMatchmakingConfigurationRequest withGameProperties(Collection<GameProperty> gameProperties)
 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 if FlexMatchMode is set to STANDALONE.
 
gameProperties - 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 if FlexMatchMode is set to
        STANDALONE.public void setGameSessionData(String gameSessionData)
 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 if FlexMatchMode is set to STANDALONE.
 
gameSessionData - 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 if FlexMatchMode is set to
        STANDALONE.public String getGameSessionData()
 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 if FlexMatchMode is set to STANDALONE.
 
FlexMatchMode is set to
         STANDALONE.public CreateMatchmakingConfigurationRequest withGameSessionData(String gameSessionData)
 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 if FlexMatchMode is set to STANDALONE.
 
gameSessionData - 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 if FlexMatchMode is set to
        STANDALONE.public void setBackfillMode(String backfillMode)
 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. Automatic backfill is not available when FlexMatchMode is set to
 STANDALONE.
 
backfillMode - 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. Automatic backfill is not available when FlexMatchMode is set to
        STANDALONE.BackfillModepublic String getBackfillMode()
 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. Automatic backfill is not available when FlexMatchMode is set to
 STANDALONE.
 
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. Automatic backfill is not available when FlexMatchMode is set to
         STANDALONE.BackfillModepublic CreateMatchmakingConfigurationRequest withBackfillMode(String backfillMode)
 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. Automatic backfill is not available when FlexMatchMode is set to
 STANDALONE.
 
backfillMode - 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. Automatic backfill is not available when FlexMatchMode is set to
        STANDALONE.BackfillModepublic CreateMatchmakingConfigurationRequest withBackfillMode(BackfillMode backfillMode)
 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. Automatic backfill is not available when FlexMatchMode is set to
 STANDALONE.
 
backfillMode - 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. Automatic backfill is not available when FlexMatchMode is set to
        STANDALONE.BackfillModepublic void setFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
flexMatchMode - Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
        matchmaking solution. 
        STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
FlexMatchModepublic String getFlexMatchMode()
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
FlexMatchModepublic CreateMatchmakingConfigurationRequest withFlexMatchMode(String flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
flexMatchMode - Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
        matchmaking solution. 
        STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
FlexMatchModepublic CreateMatchmakingConfigurationRequest withFlexMatchMode(FlexMatchMode flexMatchMode)
Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
flexMatchMode - Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone
        matchmaking solution. 
        STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
FlexMatchModepublic List<Tag> getTags()
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 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.
public void setTags(Collection<Tag> tags)
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 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 - 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 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.public CreateMatchmakingConfigurationRequest withTags(Tag... tags)
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 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.
 NOTE: This method appends the values to the existing list (if any). Use
 setTags(java.util.Collection) or withTags(java.util.Collection) if you want to override the
 existing values.
 
tags - 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 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.public CreateMatchmakingConfigurationRequest withTags(Collection<Tag> tags)
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 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 - 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 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.public String toString()
toString in class ObjectObject.toString()public CreateMatchmakingConfigurationRequest clone()
AmazonWebServiceRequestclone in class AmazonWebServiceRequestObject.clone()