@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class Player extends Object implements Serializable, Cloneable, StructuredPojo
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
Constructor and Description |
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Player() |
Modifier and Type | Method and Description |
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Player |
addLatencyInMsEntry(String key,
Integer value)
Add a single LatencyInMs entry
|
Player |
addPlayerAttributesEntry(String key,
AttributeValue value)
Add a single PlayerAttributes entry
|
Player |
clearLatencyInMsEntries()
Removes all the entries added into LatencyInMs.
|
Player |
clearPlayerAttributesEntries()
Removes all the entries added into PlayerAttributes.
|
Player |
clone() |
boolean |
equals(Object obj) |
Map<String,Integer> |
getLatencyInMs()
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when
connected to @aws; Regions.
|
Map<String,AttributeValue> |
getPlayerAttributes()
A collection of key:value pairs containing player information for use in matchmaking.
|
String |
getPlayerId()
A unique identifier for a player
|
String |
getTeam()
Name of the team that the player is assigned to in a match.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setLatencyInMs(Map<String,Integer> latencyInMs)
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when
connected to @aws; Regions.
|
void |
setPlayerAttributes(Map<String,AttributeValue> playerAttributes)
A collection of key:value pairs containing player information for use in matchmaking.
|
void |
setPlayerId(String playerId)
A unique identifier for a player
|
void |
setTeam(String team)
Name of the team that the player is assigned to in a match.
|
String |
toString()
Returns a string representation of this object.
|
Player |
withLatencyInMs(Map<String,Integer> latencyInMs)
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when
connected to @aws; Regions.
|
Player |
withPlayerAttributes(Map<String,AttributeValue> playerAttributes)
A collection of key:value pairs containing player information for use in matchmaking.
|
Player |
withPlayerId(String playerId)
A unique identifier for a player
|
Player |
withTeam(String team)
Name of the team that the player is assigned to in a match.
|
public void setPlayerId(String playerId)
A unique identifier for a player
playerId
- A unique identifier for a playerpublic String getPlayerId()
A unique identifier for a player
public Player withPlayerId(String playerId)
A unique identifier for a player
playerId
- A unique identifier for a playerpublic Map<String,AttributeValue> getPlayerAttributes()
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must
match the playerAttributes used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
public void setPlayerAttributes(Map<String,AttributeValue> playerAttributes)
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must
match the playerAttributes used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
playerAttributes
- A collection of key:value pairs containing player information for use in matchmaking. Player attribute
keys must match the playerAttributes used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
public Player withPlayerAttributes(Map<String,AttributeValue> playerAttributes)
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must
match the playerAttributes used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
playerAttributes
- A collection of key:value pairs containing player information for use in matchmaking. Player attribute
keys must match the playerAttributes used in a matchmaking rule set. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
public Player addPlayerAttributesEntry(String key, AttributeValue value)
public Player clearPlayerAttributesEntries()
public void setTeam(String team)
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
team
- Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule
set.public String getTeam()
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
public Player withTeam(String team)
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
team
- Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule
set.public Map<String,Integer> getLatencyInMs()
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
public void setLatencyInMs(Map<String,Integer> latencyInMs)
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
latencyInMs
- A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences
when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only
in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
public Player withLatencyInMs(Map<String,Integer> latencyInMs)
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
latencyInMs
- A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences
when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only
in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
public Player addLatencyInMsEntry(String key, Integer value)
public Player clearLatencyInMsEntries()
public String toString()
toString
in class Object
Object.toString()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.