AWS SDK for C++  1.7.207
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::MatchmakingTicket Class Reference

#include <MatchmakingTicket.h>

Public Member Functions

 MatchmakingTicket ()
 
 MatchmakingTicket (Aws::Utils::Json::JsonView jsonValue)
 
MatchmakingTicketoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetTicketId () const
 
bool TicketIdHasBeenSet () const
 
void SetTicketId (const Aws::String &value)
 
void SetTicketId (Aws::String &&value)
 
void SetTicketId (const char *value)
 
MatchmakingTicketWithTicketId (const Aws::String &value)
 
MatchmakingTicketWithTicketId (Aws::String &&value)
 
MatchmakingTicketWithTicketId (const char *value)
 
const Aws::StringGetConfigurationName () const
 
bool ConfigurationNameHasBeenSet () const
 
void SetConfigurationName (const Aws::String &value)
 
void SetConfigurationName (Aws::String &&value)
 
void SetConfigurationName (const char *value)
 
MatchmakingTicketWithConfigurationName (const Aws::String &value)
 
MatchmakingTicketWithConfigurationName (Aws::String &&value)
 
MatchmakingTicketWithConfigurationName (const char *value)
 
const MatchmakingConfigurationStatusGetStatus () const
 
bool StatusHasBeenSet () const
 
void SetStatus (const MatchmakingConfigurationStatus &value)
 
void SetStatus (MatchmakingConfigurationStatus &&value)
 
MatchmakingTicketWithStatus (const MatchmakingConfigurationStatus &value)
 
MatchmakingTicketWithStatus (MatchmakingConfigurationStatus &&value)
 
const Aws::StringGetStatusReason () const
 
bool StatusReasonHasBeenSet () const
 
void SetStatusReason (const Aws::String &value)
 
void SetStatusReason (Aws::String &&value)
 
void SetStatusReason (const char *value)
 
MatchmakingTicketWithStatusReason (const Aws::String &value)
 
MatchmakingTicketWithStatusReason (Aws::String &&value)
 
MatchmakingTicketWithStatusReason (const char *value)
 
const Aws::StringGetStatusMessage () const
 
bool StatusMessageHasBeenSet () const
 
void SetStatusMessage (const Aws::String &value)
 
void SetStatusMessage (Aws::String &&value)
 
void SetStatusMessage (const char *value)
 
MatchmakingTicketWithStatusMessage (const Aws::String &value)
 
MatchmakingTicketWithStatusMessage (Aws::String &&value)
 
MatchmakingTicketWithStatusMessage (const char *value)
 
const Aws::Utils::DateTimeGetStartTime () const
 
bool StartTimeHasBeenSet () const
 
void SetStartTime (const Aws::Utils::DateTime &value)
 
void SetStartTime (Aws::Utils::DateTime &&value)
 
MatchmakingTicketWithStartTime (const Aws::Utils::DateTime &value)
 
MatchmakingTicketWithStartTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetEndTime () const
 
bool EndTimeHasBeenSet () const
 
void SetEndTime (const Aws::Utils::DateTime &value)
 
void SetEndTime (Aws::Utils::DateTime &&value)
 
MatchmakingTicketWithEndTime (const Aws::Utils::DateTime &value)
 
MatchmakingTicketWithEndTime (Aws::Utils::DateTime &&value)
 
const Aws::Vector< Player > & GetPlayers () const
 
bool PlayersHasBeenSet () const
 
void SetPlayers (const Aws::Vector< Player > &value)
 
void SetPlayers (Aws::Vector< Player > &&value)
 
MatchmakingTicketWithPlayers (const Aws::Vector< Player > &value)
 
MatchmakingTicketWithPlayers (Aws::Vector< Player > &&value)
 
MatchmakingTicketAddPlayers (const Player &value)
 
MatchmakingTicketAddPlayers (Player &&value)
 
const GameSessionConnectionInfoGetGameSessionConnectionInfo () const
 
bool GameSessionConnectionInfoHasBeenSet () const
 
void SetGameSessionConnectionInfo (const GameSessionConnectionInfo &value)
 
void SetGameSessionConnectionInfo (GameSessionConnectionInfo &&value)
 
MatchmakingTicketWithGameSessionConnectionInfo (const GameSessionConnectionInfo &value)
 
MatchmakingTicketWithGameSessionConnectionInfo (GameSessionConnectionInfo &&value)
 
int GetEstimatedWaitTime () const
 
bool EstimatedWaitTimeHasBeenSet () const
 
void SetEstimatedWaitTime (int value)
 
MatchmakingTicketWithEstimatedWaitTime (int value)
 

Detailed Description

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.

See Also:

AWS API Reference

Definition at line 50 of file MatchmakingTicket.h.

Constructor & Destructor Documentation

◆ MatchmakingTicket() [1/2]

Aws::GameLift::Model::MatchmakingTicket::MatchmakingTicket ( )

◆ MatchmakingTicket() [2/2]

Aws::GameLift::Model::MatchmakingTicket::MatchmakingTicket ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ AddPlayers() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::AddPlayers ( const Player value)
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 547 of file MatchmakingTicket.h.

◆ AddPlayers() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::AddPlayers ( Player &&  value)
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 556 of file MatchmakingTicket.h.

◆ ConfigurationNameHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::ConfigurationNameHasBeenSet ( ) const
inline

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 112 of file MatchmakingTicket.h.

◆ EndTimeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::EndTimeHasBeenSet ( ) const
inline

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 455 of file MatchmakingTicket.h.

◆ EstimatedWaitTimeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::EstimatedWaitTimeHasBeenSet ( ) const
inline

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 612 of file MatchmakingTicket.h.

◆ GameSessionConnectionInfoHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::GameSessionConnectionInfoHasBeenSet ( ) const
inline

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.

Definition at line 571 of file MatchmakingTicket.h.

◆ GetConfigurationName()

const Aws::String& Aws::GameLift::Model::MatchmakingTicket::GetConfigurationName ( ) const
inline

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 105 of file MatchmakingTicket.h.

◆ GetEndTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::MatchmakingTicket::GetEndTime ( ) const
inline

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 448 of file MatchmakingTicket.h.

◆ GetEstimatedWaitTime()

int Aws::GameLift::Model::MatchmakingTicket::GetEstimatedWaitTime ( ) const
inline

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 606 of file MatchmakingTicket.h.

◆ GetGameSessionConnectionInfo()

const GameSessionConnectionInfo& Aws::GameLift::Model::MatchmakingTicket::GetGameSessionConnectionInfo ( ) const
inline

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.

Definition at line 564 of file MatchmakingTicket.h.

◆ GetPlayers()

const Aws::Vector<Player>& Aws::GameLift::Model::MatchmakingTicket::GetPlayers ( ) const
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 493 of file MatchmakingTicket.h.

◆ GetStartTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::MatchmakingTicket::GetStartTime ( ) const
inline

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 405 of file MatchmakingTicket.h.

◆ GetStatus()

const MatchmakingConfigurationStatus& Aws::GameLift::Model::MatchmakingTicket::GetStatus ( ) const
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 179 of file MatchmakingTicket.h.

◆ GetStatusMessage()

const Aws::String& Aws::GameLift::Model::MatchmakingTicket::GetStatusMessage ( ) const
inline

Additional information about the current status.

Definition at line 362 of file MatchmakingTicket.h.

◆ GetStatusReason()

const Aws::String& Aws::GameLift::Model::MatchmakingTicket::GetStatusReason ( ) const
inline

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 307 of file MatchmakingTicket.h.

◆ GetTicketId()

const Aws::String& Aws::GameLift::Model::MatchmakingTicket::GetTicketId ( ) const
inline

Unique identifier for a matchmaking ticket.

Definition at line 62 of file MatchmakingTicket.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::GameLift::Model::MatchmakingTicket::Jsonize ( ) const

◆ operator=()

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ PlayersHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::PlayersHasBeenSet ( ) const
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 502 of file MatchmakingTicket.h.

◆ SetConfigurationName() [1/3]

void Aws::GameLift::Model::MatchmakingTicket::SetConfigurationName ( const Aws::String value)
inline

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 119 of file MatchmakingTicket.h.

◆ SetConfigurationName() [2/3]

void Aws::GameLift::Model::MatchmakingTicket::SetConfigurationName ( Aws::String &&  value)
inline

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 126 of file MatchmakingTicket.h.

◆ SetConfigurationName() [3/3]

void Aws::GameLift::Model::MatchmakingTicket::SetConfigurationName ( const char *  value)
inline

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 133 of file MatchmakingTicket.h.

◆ SetEndTime() [1/2]

void Aws::GameLift::Model::MatchmakingTicket::SetEndTime ( const Aws::Utils::DateTime value)
inline

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 462 of file MatchmakingTicket.h.

◆ SetEndTime() [2/2]

void Aws::GameLift::Model::MatchmakingTicket::SetEndTime ( Aws::Utils::DateTime &&  value)
inline

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 469 of file MatchmakingTicket.h.

◆ SetEstimatedWaitTime()

void Aws::GameLift::Model::MatchmakingTicket::SetEstimatedWaitTime ( int  value)
inline

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 618 of file MatchmakingTicket.h.

◆ SetGameSessionConnectionInfo() [1/2]

void Aws::GameLift::Model::MatchmakingTicket::SetGameSessionConnectionInfo ( const GameSessionConnectionInfo value)
inline

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.

Definition at line 578 of file MatchmakingTicket.h.

◆ SetGameSessionConnectionInfo() [2/2]

void Aws::GameLift::Model::MatchmakingTicket::SetGameSessionConnectionInfo ( GameSessionConnectionInfo &&  value)
inline

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.

Definition at line 585 of file MatchmakingTicket.h.

◆ SetPlayers() [1/2]

void Aws::GameLift::Model::MatchmakingTicket::SetPlayers ( const Aws::Vector< Player > &  value)
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 511 of file MatchmakingTicket.h.

◆ SetPlayers() [2/2]

void Aws::GameLift::Model::MatchmakingTicket::SetPlayers ( Aws::Vector< Player > &&  value)
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 520 of file MatchmakingTicket.h.

◆ SetStartTime() [1/2]

void Aws::GameLift::Model::MatchmakingTicket::SetStartTime ( const Aws::Utils::DateTime value)
inline

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 419 of file MatchmakingTicket.h.

◆ SetStartTime() [2/2]

void Aws::GameLift::Model::MatchmakingTicket::SetStartTime ( Aws::Utils::DateTime &&  value)
inline

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 426 of file MatchmakingTicket.h.

◆ SetStatus() [1/2]

void Aws::GameLift::Model::MatchmakingTicket::SetStatus ( const MatchmakingConfigurationStatus value)
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 227 of file MatchmakingTicket.h.

◆ SetStatus() [2/2]

void Aws::GameLift::Model::MatchmakingTicket::SetStatus ( MatchmakingConfigurationStatus &&  value)
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 251 of file MatchmakingTicket.h.

◆ SetStatusMessage() [1/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusMessage ( const Aws::String value)
inline

Additional information about the current status.

Definition at line 372 of file MatchmakingTicket.h.

◆ SetStatusMessage() [2/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusMessage ( Aws::String &&  value)
inline

Additional information about the current status.

Definition at line 377 of file MatchmakingTicket.h.

◆ SetStatusMessage() [3/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusMessage ( const char *  value)
inline

Additional information about the current status.

Definition at line 382 of file MatchmakingTicket.h.

◆ SetStatusReason() [1/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusReason ( const Aws::String value)
inline

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 321 of file MatchmakingTicket.h.

◆ SetStatusReason() [2/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusReason ( Aws::String &&  value)
inline

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 328 of file MatchmakingTicket.h.

◆ SetStatusReason() [3/3]

void Aws::GameLift::Model::MatchmakingTicket::SetStatusReason ( const char *  value)
inline

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 335 of file MatchmakingTicket.h.

◆ SetTicketId() [1/3]

void Aws::GameLift::Model::MatchmakingTicket::SetTicketId ( const Aws::String value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 72 of file MatchmakingTicket.h.

◆ SetTicketId() [2/3]

void Aws::GameLift::Model::MatchmakingTicket::SetTicketId ( Aws::String &&  value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 77 of file MatchmakingTicket.h.

◆ SetTicketId() [3/3]

void Aws::GameLift::Model::MatchmakingTicket::SetTicketId ( const char *  value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 82 of file MatchmakingTicket.h.

◆ StartTimeHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::StartTimeHasBeenSet ( ) const
inline

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 412 of file MatchmakingTicket.h.

◆ StatusHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::StatusHasBeenSet ( ) const
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 203 of file MatchmakingTicket.h.

◆ StatusMessageHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::StatusMessageHasBeenSet ( ) const
inline

Additional information about the current status.

Definition at line 367 of file MatchmakingTicket.h.

◆ StatusReasonHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::StatusReasonHasBeenSet ( ) const
inline

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 314 of file MatchmakingTicket.h.

◆ TicketIdHasBeenSet()

bool Aws::GameLift::Model::MatchmakingTicket::TicketIdHasBeenSet ( ) const
inline

Unique identifier for a matchmaking ticket.

Definition at line 67 of file MatchmakingTicket.h.

◆ WithConfigurationName() [1/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithConfigurationName ( const Aws::String value)
inline

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 140 of file MatchmakingTicket.h.

◆ WithConfigurationName() [2/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithConfigurationName ( Aws::String &&  value)
inline

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 147 of file MatchmakingTicket.h.

◆ WithConfigurationName() [3/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithConfigurationName ( const char *  value)
inline

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 154 of file MatchmakingTicket.h.

◆ WithEndTime() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithEndTime ( const Aws::Utils::DateTime value)
inline

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 476 of file MatchmakingTicket.h.

◆ WithEndTime() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithEndTime ( Aws::Utils::DateTime &&  value)
inline

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 483 of file MatchmakingTicket.h.

◆ WithEstimatedWaitTime()

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithEstimatedWaitTime ( int  value)
inline

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 624 of file MatchmakingTicket.h.

◆ WithGameSessionConnectionInfo() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithGameSessionConnectionInfo ( const GameSessionConnectionInfo value)
inline

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.

Definition at line 592 of file MatchmakingTicket.h.

◆ WithGameSessionConnectionInfo() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithGameSessionConnectionInfo ( GameSessionConnectionInfo &&  value)
inline

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.

Definition at line 599 of file MatchmakingTicket.h.

◆ WithPlayers() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithPlayers ( const Aws::Vector< Player > &  value)
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 529 of file MatchmakingTicket.h.

◆ WithPlayers() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithPlayers ( Aws::Vector< Player > &&  value)
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 538 of file MatchmakingTicket.h.

◆ WithStartTime() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStartTime ( const Aws::Utils::DateTime value)
inline

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 433 of file MatchmakingTicket.h.

◆ WithStartTime() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStartTime ( Aws::Utils::DateTime &&  value)
inline

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 440 of file MatchmakingTicket.h.

◆ WithStatus() [1/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatus ( const MatchmakingConfigurationStatus value)
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 275 of file MatchmakingTicket.h.

◆ WithStatus() [2/2]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatus ( MatchmakingConfigurationStatus &&  value)
inline

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.

<note>

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

</note>

Definition at line 299 of file MatchmakingTicket.h.

◆ WithStatusMessage() [1/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusMessage ( const Aws::String value)
inline

Additional information about the current status.

Definition at line 387 of file MatchmakingTicket.h.

◆ WithStatusMessage() [2/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusMessage ( Aws::String &&  value)
inline

Additional information about the current status.

Definition at line 392 of file MatchmakingTicket.h.

◆ WithStatusMessage() [3/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusMessage ( const char *  value)
inline

Additional information about the current status.

Definition at line 397 of file MatchmakingTicket.h.

◆ WithStatusReason() [1/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusReason ( const Aws::String value)
inline

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 342 of file MatchmakingTicket.h.

◆ WithStatusReason() [2/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusReason ( Aws::String &&  value)
inline

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 349 of file MatchmakingTicket.h.

◆ WithStatusReason() [3/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithStatusReason ( const char *  value)
inline

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 356 of file MatchmakingTicket.h.

◆ WithTicketId() [1/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithTicketId ( const Aws::String value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 87 of file MatchmakingTicket.h.

◆ WithTicketId() [2/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithTicketId ( Aws::String &&  value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 92 of file MatchmakingTicket.h.

◆ WithTicketId() [3/3]

MatchmakingTicket& Aws::GameLift::Model::MatchmakingTicket::WithTicketId ( const char *  value)
inline

Unique identifier for a matchmaking ticket.

Definition at line 97 of file MatchmakingTicket.h.


The documentation for this class was generated from the following file: