AWS SDK for C++
1.9.1
AWS SDK for C++
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#include <MatchmakingTicket.h>
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.
Definition at line 40 of file MatchmakingTicket.h.
Aws::GameLift::Model::MatchmakingTicket::MatchmakingTicket | ( | ) |
Aws::GameLift::Model::MatchmakingTicket::MatchmakingTicket | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 602 of file MatchmakingTicket.h.
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 611 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 161 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 102 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 510 of file MatchmakingTicket.h.
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Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
Definition at line 673 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 628 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 153 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 95 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 503 of file MatchmakingTicket.h.
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Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
Definition at line 667 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 620 of file MatchmakingTicket.h.
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 548 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 460 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 234 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 417 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 362 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 52 of file MatchmakingTicket.h.
Aws::Utils::Json::JsonValue Aws::GameLift::Model::MatchmakingTicket::Jsonize | ( | ) | const |
MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::operator= | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 557 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 177 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 169 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 185 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 116 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 109 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 123 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 524 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 517 of file MatchmakingTicket.h.
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Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
Definition at line 679 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 636 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 644 of file MatchmakingTicket.h.
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 575 of file MatchmakingTicket.h.
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inline |
A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 566 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 481 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 474 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 282 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 306 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 432 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 427 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 437 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 383 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 376 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 390 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 67 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 62 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 72 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 467 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 258 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 422 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 369 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 57 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 201 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 193 of file MatchmakingTicket.h.
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The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Definition at line 209 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 137 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 130 of file MatchmakingTicket.h.
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Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
Definition at line 144 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 538 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 531 of file MatchmakingTicket.h.
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Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
Definition at line 685 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 652 of file MatchmakingTicket.h.
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Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
Definition at line 660 of file MatchmakingTicket.h.
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 593 of file MatchmakingTicket.h.
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A set of Player
objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED
, the Player
objects include the team the players were assigned to in the resulting match.
Definition at line 584 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 495 of file MatchmakingTicket.h.
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Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Definition at line 488 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 330 of file MatchmakingTicket.h.
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Current status of the matchmaking request.
QUEUED – The matchmaking request has been received and is currently waiting to be processed.
SEARCHING – The matchmaking request is currently being processed.
REQUIRES_ACCEPTANCE – A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
COMPLETED – Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
FAILED – The matchmaking request was not completed.
CANCELLED – The matchmaking request was canceled. This may be the result of a call to StopMatchmaking or a proposed match that one or more players failed to accept.
TIMED_OUT – The matchmaking request was not successful within the duration specified in the matchmaking configuration.
Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
Definition at line 354 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 447 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 442 of file MatchmakingTicket.h.
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Additional information about the current status.
Definition at line 452 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 404 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 397 of file MatchmakingTicket.h.
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Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING
status after a proposed match fails to receive player acceptances.
Definition at line 411 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 82 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 77 of file MatchmakingTicket.h.
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A unique identifier for a matchmaking ticket.
Definition at line 87 of file MatchmakingTicket.h.