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` # Generated by default/object.tt package Paws::GameLift::MatchmakingConfiguration; use Moose; has AcceptanceRequired => (is => 'ro', isa => 'Bool'); has AcceptanceTimeoutSeconds => (is => 'ro', isa => 'Int'); has AdditionalPlayerCount => (is => 'ro', isa => 'Int'); has BackfillMode => (is => 'ro', isa => 'Str'); has ConfigurationArn => (is => 'ro', isa => 'Str'); has CreationTime => (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'); has NotificationTarget => (is => 'ro', isa => 'Str'); has RequestTimeoutSeconds => (is => 'ro', isa => 'Int'); has RuleSetArn => (is => 'ro', isa => 'Str'); has RuleSetName => (is => 'ro', isa => 'Str'); 1; ### main pod documentation begin ### =head1 NAME Paws::GameLift::MatchmakingConfiguration =head1 USAGE This class represents one of two things: =head3 Arguments in a call to a service Use the attributes of this class as arguments to methods. You shouldn't make instances of this class. Each attribute should be used as a named argument in the calls that expect this type of object. As an example, if Att1 is expected to be a Paws::GameLift::MatchmakingConfiguration object: $service_obj->Method(Att1 => { AcceptanceRequired => $value, ..., RuleSetName => $value }); =head3 Results returned from an API call Use accessors for each attribute. If Att1 is expected to be an Paws::GameLift::MatchmakingConfiguration object: $result = $service_obj->Method(...); $result->Att1->AcceptanceRequired =head1 DESCRIPTION Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration. =head1 ATTRIBUTES =head2 AcceptanceRequired => Bool 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. When this option is 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. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match. =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 when C is set to C. =head2 BackfillMode => Str The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests 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. =head2 ConfigurationArn => Str The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is CregionE::matchmakingconfiguration/Ematchmaking configuration nameE>. In a GameLift configuration ARN, the resource ID matches the I value. =head2 CreationTime => Str A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example C<"1469498468.057">). =head2 CustomEventData => Str Information to attach to all events related to the matchmaking configuration. =head2 Description => Str A descriptive label that is associated with 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 =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 when 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 when 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. This property is not set when C is set to C. =head2 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. =head2 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 RuleSetArn => Str The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) associated with the GameLift matchmaking rule set resource that this configuration uses. =head2 RuleSetName => Str A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region. =head1 SEE ALSO This class forms part of L, describing an object used in L =head1 BUGS and CONTRIBUTIONS The source code is located here: L Please report bugs to: L =cut