/AWS1/CL_GMLMATCHMAKINGTICKET¶
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.
CONSTRUCTOR
¶
IMPORTING¶
Optional arguments:¶
iv_ticketid
TYPE /AWS1/GMLMATCHMAKINGIDSTRMODEL
/AWS1/GMLMATCHMAKINGIDSTRMODEL
¶
A unique identifier for a matchmaking ticket.
iv_configurationname
TYPE /AWS1/GMLMATCHMAKINGIDSTRMODEL
/AWS1/GMLMATCHMAKINGIDSTRMODEL
¶
Name of the matchmaking configuration 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.
iv_configurationarn
TYPE /AWS1/GMLMATCHMAKINGCONFARN
/AWS1/GMLMATCHMAKINGCONFARN
¶
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
iv_status
TYPE /AWS1/GMLMATCHMAKINGCONFSTATUS
/AWS1/GMLMATCHMAKINGCONFSTATUS
¶
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. 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
StopMatchmaking
operation 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.
iv_statusreason
TYPE /AWS1/GMLSTRINGMODEL
/AWS1/GMLSTRINGMODEL
¶
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.
iv_statusmessage
TYPE /AWS1/GMLSTRINGMODEL
/AWS1/GMLSTRINGMODEL
¶
Additional information about the current status.
iv_starttime
TYPE /AWS1/GMLTIMESTAMP
/AWS1/GMLTIMESTAMP
¶
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
iv_endtime
TYPE /AWS1/GMLTIMESTAMP
/AWS1/GMLTIMESTAMP
¶
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
it_players
TYPE /AWS1/CL_GMLPLAYER=>TT_PLAYERLIST
TT_PLAYERLIST
¶
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 statusCOMPLETED
, thePlayer
objects include the team the players were assigned to in the resulting match.
io_gamesessionconnectioninfo
TYPE REF TO /AWS1/CL_GMLGAMESESSCONNINFO
/AWS1/CL_GMLGAMESESSCONNINFO
¶
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
iv_estimatedwaittime
TYPE /AWS1/GMLWHOLENUMBER
/AWS1/GMLWHOLENUMBER
¶
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.
Queryable Attributes¶
TicketId¶
A unique identifier for a matchmaking ticket.
Accessible with the following methods¶
Method | Description |
---|---|
GET_TICKETID() |
Getter for TICKETID, with configurable default |
ASK_TICKETID() |
Getter for TICKETID w/ exceptions if field has no value |
HAS_TICKETID() |
Determine if TICKETID has a value |
ConfigurationName¶
Name of the matchmaking configuration 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.
Accessible with the following methods¶
Method | Description |
---|---|
GET_CONFIGURATIONNAME() |
Getter for CONFIGURATIONNAME, with configurable default |
ASK_CONFIGURATIONNAME() |
Getter for CONFIGURATIONNAME w/ exceptions if field has no v |
HAS_CONFIGURATIONNAME() |
Determine if CONFIGURATIONNAME has a value |
ConfigurationArn¶
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
Accessible with the following methods¶
Method | Description |
---|---|
GET_CONFIGURATIONARN() |
Getter for CONFIGURATIONARN, with configurable default |
ASK_CONFIGURATIONARN() |
Getter for CONFIGURATIONARN w/ exceptions if field has no va |
HAS_CONFIGURATIONARN() |
Determine if CONFIGURATIONARN has a value |
Status¶
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. 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
StopMatchmaking
operation 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.
Accessible with the following methods¶
Method | Description |
---|---|
GET_STATUS() |
Getter for STATUS, with configurable default |
ASK_STATUS() |
Getter for STATUS w/ exceptions if field has no value |
HAS_STATUS() |
Determine if STATUS has a value |
StatusReason¶
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.
Accessible with the following methods¶
Method | Description |
---|---|
GET_STATUSREASON() |
Getter for STATUSREASON, with configurable default |
ASK_STATUSREASON() |
Getter for STATUSREASON w/ exceptions if field has no value |
HAS_STATUSREASON() |
Determine if STATUSREASON has a value |
StatusMessage¶
Additional information about the current status.
Accessible with the following methods¶
Method | Description |
---|---|
GET_STATUSMESSAGE() |
Getter for STATUSMESSAGE, with configurable default |
ASK_STATUSMESSAGE() |
Getter for STATUSMESSAGE w/ exceptions if field has no value |
HAS_STATUSMESSAGE() |
Determine if STATUSMESSAGE has a value |
StartTime¶
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
Accessible with the following methods¶
Method | Description |
---|---|
GET_STARTTIME() |
Getter for STARTTIME, with configurable default |
ASK_STARTTIME() |
Getter for STARTTIME w/ exceptions if field has no value |
HAS_STARTTIME() |
Determine if STARTTIME has a value |
EndTime¶
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example
"1469498468.057"
).
Accessible with the following methods¶
Method | Description |
---|---|
GET_ENDTIME() |
Getter for ENDTIME, with configurable default |
ASK_ENDTIME() |
Getter for ENDTIME w/ exceptions if field has no value |
HAS_ENDTIME() |
Determine if ENDTIME has a value |
Players¶
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 statusCOMPLETED
, thePlayer
objects include the team the players were assigned to in the resulting match.
Accessible with the following methods¶
Method | Description |
---|---|
GET_PLAYERS() |
Getter for PLAYERS, with configurable default |
ASK_PLAYERS() |
Getter for PLAYERS w/ exceptions if field has no value |
HAS_PLAYERS() |
Determine if PLAYERS has a value |
GameSessionConnectionInfo¶
Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
Accessible with the following methods¶
Method | Description |
---|---|
GET_GAMESESSIONCONNINFO() |
Getter for GAMESESSIONCONNECTIONINFO |
EstimatedWaitTime¶
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.
Accessible with the following methods¶
Method | Description |
---|---|
GET_ESTIMATEDWAITTIME() |
Getter for ESTIMATEDWAITTIME, with configurable default |
ASK_ESTIMATEDWAITTIME() |
Getter for ESTIMATEDWAITTIME w/ exceptions if field has no v |
HAS_ESTIMATEDWAITTIME() |
Determine if ESTIMATEDWAITTIME has a value |
Public Local Types In This Class¶
Internal table types, representing arrays and maps of this class, are defined as local types:
TT_MATCHMAKINGTICKETLIST
¶
TYPES TT_MATCHMAKINGTICKETLIST TYPE STANDARD TABLE OF REF TO /AWS1/CL_GMLMATCHMAKINGTICKET WITH DEFAULT KEY
.