/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline CreateMatchmakingConfigurationRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline CreateMatchmakingConfigurationRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A unique identifier for a matchmaking configuration. This name is used to * identify the configuration associated with a matchmaking request or ticket.
*/ inline CreateMatchmakingConfigurationRequest& WithName(const char* value) { SetName(value); return *this;} /** *A human-readable description of the matchmaking configuration.
*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *A human-readable description of the matchmaking configuration.
*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *A human-readable description of the matchmaking configuration.
*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *A human-readable description of the matchmaking configuration.
*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *A human-readable description of the matchmaking configuration.
*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *A human-readable description of the matchmaking configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *A human-readable description of the matchmaking configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *A human-readable description of the matchmaking configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithDescription(const char* value) { SetDescription(value); return *this;} /** *Amazon Resource Name (ARN) * 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.
*/ inline const Aws::VectorAmazon Resource Name (ARN) * 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.
*/ inline bool GameSessionQueueArnsHasBeenSet() const { return m_gameSessionQueueArnsHasBeenSet; } /** *Amazon Resource Name (ARN) * 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.
*/ inline void SetGameSessionQueueArns(const Aws::VectorAmazon Resource Name (ARN) * 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.
*/ inline void SetGameSessionQueueArns(Aws::VectorAmazon Resource Name (ARN) * 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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameSessionQueueArns(const Aws::VectorAmazon Resource Name (ARN) * 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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameSessionQueueArns(Aws::VectorAmazon Resource Name (ARN) * 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.
*/ inline CreateMatchmakingConfigurationRequest& AddGameSessionQueueArns(const Aws::String& value) { m_gameSessionQueueArnsHasBeenSet = true; m_gameSessionQueueArns.push_back(value); return *this; } /** *Amazon Resource Name (ARN) * 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.
*/ inline CreateMatchmakingConfigurationRequest& AddGameSessionQueueArns(Aws::String&& value) { m_gameSessionQueueArnsHasBeenSet = true; m_gameSessionQueueArns.push_back(std::move(value)); return *this; } /** *Amazon Resource Name (ARN) * 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.
*/ inline CreateMatchmakingConfigurationRequest& AddGameSessionQueueArns(const char* value) { m_gameSessionQueueArnsHasBeenSet = true; m_gameSessionQueueArns.push_back(value); return *this; } /** *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.
*/ inline int GetRequestTimeoutSeconds() const{ return m_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.
*/ inline bool RequestTimeoutSecondsHasBeenSet() const { return m_requestTimeoutSecondsHasBeenSet; } /** *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.
*/ inline void SetRequestTimeoutSeconds(int value) { m_requestTimeoutSecondsHasBeenSet = true; m_requestTimeoutSeconds = value; } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithRequestTimeoutSeconds(int value) { SetRequestTimeoutSeconds(value); return *this;} /** *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.
*/ inline int GetAcceptanceTimeoutSeconds() const{ return m_acceptanceTimeoutSeconds; } /** *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.
*/ inline bool AcceptanceTimeoutSecondsHasBeenSet() const { return m_acceptanceTimeoutSecondsHasBeenSet; } /** *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.
*/ inline void SetAcceptanceTimeoutSeconds(int value) { m_acceptanceTimeoutSecondsHasBeenSet = true; m_acceptanceTimeoutSeconds = value; } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithAcceptanceTimeoutSeconds(int value) { SetAcceptanceTimeoutSeconds(value); return *this;} /** *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.
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.
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.
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.
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.
*/ inline const Aws::String& GetRuleSetName() const{ return m_ruleSetName; } /** *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.
*/ inline bool RuleSetNameHasBeenSet() const { return m_ruleSetNameHasBeenSet; } /** *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.
*/ inline void SetRuleSetName(const Aws::String& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = value; } /** *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.
*/ inline void SetRuleSetName(Aws::String&& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = std::move(value); } /** *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.
*/ inline void SetRuleSetName(const char* value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName.assign(value); } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithRuleSetName(const Aws::String& value) { SetRuleSetName(value); return *this;} /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithRuleSetName(Aws::String&& value) { SetRuleSetName(std::move(value)); return *this;} /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithRuleSetName(const char* value) { SetRuleSetName(value); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline const Aws::String& GetNotificationTarget() const{ return m_notificationTarget; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(const Aws::String& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = value; } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(Aws::String&& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = std::move(value); } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline void SetNotificationTarget(const char* value) { m_notificationTargetHasBeenSet = true; m_notificationTarget.assign(value); } /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline CreateMatchmakingConfigurationRequest& WithNotificationTarget(const Aws::String& value) { SetNotificationTarget(value); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline CreateMatchmakingConfigurationRequest& WithNotificationTarget(Aws::String&& value) { SetNotificationTarget(std::move(value)); return *this;} /** *An SNS topic ARN that is set up to receive matchmaking notifications.
*/ inline CreateMatchmakingConfigurationRequest& WithNotificationTarget(const char* value) { SetNotificationTarget(value); return *this;} /** *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.
*/ inline int GetAdditionalPlayerCount() const{ return m_additionalPlayerCount; } /** *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.
*/ inline bool AdditionalPlayerCountHasBeenSet() const { return m_additionalPlayerCountHasBeenSet; } /** *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.
*/ inline void SetAdditionalPlayerCount(int value) { m_additionalPlayerCountHasBeenSet = true; m_additionalPlayerCount = value; } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithAdditionalPlayerCount(int value) { SetAdditionalPlayerCount(value); return *this;} /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline const Aws::String& GetCustomEventData() const{ return m_customEventData; } /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; } /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline void SetCustomEventData(const Aws::String& value) { m_customEventDataHasBeenSet = true; m_customEventData = value; } /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline void SetCustomEventData(Aws::String&& value) { m_customEventDataHasBeenSet = true; m_customEventData = std::move(value); } /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline void SetCustomEventData(const char* value) { m_customEventDataHasBeenSet = true; m_customEventData.assign(value); } /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithCustomEventData(const Aws::String& value) { SetCustomEventData(value); return *this;} /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithCustomEventData(Aws::String&& value) { SetCustomEventData(std::move(value)); return *this;} /** *Information to be added to all events related to this matchmaking * configuration.
*/ inline CreateMatchmakingConfigurationRequest& WithCustomEventData(const char* value) { SetCustomEventData(value); return *this;} /** *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.
*/ inline const Aws::VectorA 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.
*/ inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } /** *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.
*/ inline void SetGameProperties(const Aws::VectorA 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.
*/ inline void SetGameProperties(Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameProperties(const Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameProperties(Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } /** *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.
*/ inline const Aws::String& GetGameSessionData() const{ return m_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.
*/ inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } /** *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.
*/ inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } /** *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.
*/ inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } /** *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.
*/ inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} /** *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.
*/ inline CreateMatchmakingConfigurationRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} /** *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.
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.
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.
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.
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.
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.
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.
*/ inline const Aws::VectorA 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.
*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *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.
*/ inline void SetTags(const Aws::VectorA 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.
*/ inline void SetTags(Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& WithTags(const Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& WithTags(Aws::VectorA 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.
*/ inline CreateMatchmakingConfigurationRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } /** *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.
*/ inline CreateMatchmakingConfigurationRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; } private: Aws::String m_name; bool m_nameHasBeenSet; Aws::String m_description; bool m_descriptionHasBeenSet; Aws::Vector