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/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 status COMPLETED, the Player 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 status COMPLETED, the Player 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
.