PNG  IHDR;IDATxܻn0K )(pA 7LeG{ §㻢|ذaÆ 6lذaÆ 6lذaÆ 6lom$^yذag5bÆ 6lذaÆ 6lذa{ 6lذaÆ `}HFkm,mӪôô! x|'ܢ˟;E:9&ᶒ}{v]n&6 h_tڠ͵-ҫZ;Z$.Pkž)!o>}leQfJTu іچ\X=8Rن4`Vwl>nG^is"ms$ui?wbs[m6K4O.4%/bC%t Mז -lG6mrz2s%9s@-k9=)kB5\+͂Zsٲ Rn~GRC wIcIn7jJhۛNCS|j08yiHKֶۛkɈ+;SzL/F*\Ԕ#"5m2[S=gnaPeғL lذaÆ 6l^ḵaÆ 6lذaÆ 6lذa; _ذaÆ 6lذaÆ 6lذaÆ RIENDB` package Paws::GameLift::CreateMatchmakingConfiguration; use Moose; has AcceptanceRequired => (is => 'ro', isa => 'Bool', required => 1); has AcceptanceTimeoutSeconds => (is => 'ro', isa => 'Int'); has AdditionalPlayerCount => (is => 'ro', isa => 'Int'); has BackfillMode => (is => 'ro', isa => 'Str'); has CustomEventData => (is => 'ro', isa => 'Str'); has Description => (is => 'ro', isa => 'Str'); has FlexMatchMode => (is => 'ro', isa => 'Str'); has GameProperties => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::GameProperty]'); has GameSessionData => (is => 'ro', isa => 'Str'); has GameSessionQueueArns => (is => 'ro', isa => 'ArrayRef[Str|Undef]'); has Name => (is => 'ro', isa => 'Str', required => 1); has NotificationTarget => (is => 'ro', isa => 'Str'); has RequestTimeoutSeconds => (is => 'ro', isa => 'Int', required => 1); has RuleSetName => (is => 'ro', isa => 'Str', required => 1); has Tags => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::Tag]'); use MooseX::ClassAttribute; class_has _api_call => (isa => 'Str', is => 'ro', default => 'CreateMatchmakingConfiguration'); class_has _returns => (isa => 'Str', is => 'ro', default => 'Paws::GameLift::CreateMatchmakingConfigurationOutput'); class_has _result_key => (isa => 'Str', is => 'ro'); 1; ### main pod documentation begin ### =head1 NAME Paws::GameLift::CreateMatchmakingConfiguration - Arguments for method CreateMatchmakingConfiguration on L =head1 DESCRIPTION This class represents the parameters used for calling the method CreateMatchmakingConfiguration on the L service. Use the attributes of this class as arguments to method CreateMatchmakingConfiguration. You shouldn't make instances of this class. Each attribute should be used as a named argument in the call to CreateMatchmakingConfiguration. =head1 SYNOPSIS my $gamelift = Paws->service('GameLift'); my $CreateMatchmakingConfigurationOutput = $gamelift->CreateMatchmakingConfiguration( AcceptanceRequired => 1, Name => 'MyMatchmakingIdStringModel', RequestTimeoutSeconds => 1, RuleSetName => 'MyMatchmakingRuleSetName', AcceptanceTimeoutSeconds => 1, # OPTIONAL AdditionalPlayerCount => 1, # OPTIONAL BackfillMode => 'AUTOMATIC', # OPTIONAL CustomEventData => 'MyCustomEventData', # OPTIONAL Description => 'MyNonZeroAndMaxString', # OPTIONAL FlexMatchMode => 'STANDALONE', # OPTIONAL GameProperties => [ { Key => 'MyGamePropertyKey', # max: 32 Value => 'MyGamePropertyValue', # max: 96 }, ... ], # OPTIONAL GameSessionData => 'MyGameSessionData', # OPTIONAL GameSessionQueueArns => [ 'MyArnStringModel', ... # min: 1, max: 256 ], # OPTIONAL NotificationTarget => 'MySnsArnStringModel', # OPTIONAL Tags => [ { Key => 'MyTagKey', # min: 1, max: 128 Value => 'MyTagValue', # max: 256 }, ... ], # OPTIONAL ); # Results: my $Configuration = $CreateMatchmakingConfigurationOutput->Configuration; # Returns a L object. Values for attributes that are native types (Int, String, Float, etc) can passed as-is (scalar values). Values for complex Types (objects) can be passed as a HashRef. The keys and values of the hashref will be used to instance the underlying object. For the AWS API documentation, see L =head1 ATTRIBUTES =head2 B AcceptanceRequired => Bool 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 C. With this option enabled, matchmaking tickets use the status C to indicate when a completed potential match is waiting for player acceptance. =head2 AcceptanceTimeoutSeconds => Int The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. =head2 AdditionalPlayerCount => Int 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 C is set to C. =head2 BackfillMode => Str The method used to backfill game sessions that are created with this matchmaking configuration. Specify C when your game manages backfill requests manually or does not use the match backfill feature. Specify C 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/flexmatchguide/match-backfill.html). Automatic backfill is not available when C is set to C. Valid values are: C<"AUTOMATIC">, C<"MANUAL"> =head2 CustomEventData => Str Information to be added to all events related to this matchmaking configuration. =head2 Description => Str A human-readable description of the matchmaking configuration. =head2 FlexMatchMode => Str Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution. =over =item * B - 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. =item * B - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match. =back Valid values are: C<"STANDALONE">, C<"WITH_QUEUE"> =head2 GameProperties => ArrayRef[L] 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. This parameter is not used if C is set to C. =head2 GameSessionData => Str 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. This parameter is not used if C is set to C. =head2 GameSessionQueueArns => ArrayRef[Str|Undef] The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is CregionE::gamesessionqueue/Equeue nameE>. 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 C is set to C, do not set this parameter. =head2 B Name => Str A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket. =head2 NotificationTarget => Str 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. =head2 B RequestTimeoutSeconds => Int 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. =head2 B RuleSetName => Str 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. =head2 Tags => ArrayRef[L] 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 I. 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. =head1 SEE ALSO This class forms part of L, documenting arguments for method CreateMatchmakingConfiguration in L =head1 BUGS and CONTRIBUTIONS The source code is located here: L Please report bugs to: L =cut