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/AWS1/CL_GMLPLAYER

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

IMPORTING

Optional arguments:

IV_PLAYERID TYPE /AWS1/GMLPLAYERID /AWS1/GMLPLAYERID

A unique identifier for a player

IT_PLAYERATTRIBUTES TYPE /AWS1/CL_GMLATTRIBUTEVALUE=>TT_PLAYERATTRIBUTEMAP TT_PLAYERATTRIBUTEMAP

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.

IV_TEAM TYPE /AWS1/GMLNONZEROANDMAXSTRING /AWS1/GMLNONZEROANDMAXSTRING

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

IT_LATENCYINMS TYPE /AWS1/CL_GMLLATENCYMAP_W=>TT_LATENCYMAP TT_LATENCYMAP

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.


Queryable Attributes

PlayerId

A unique identifier for a player

Accessible with the following methods

Method Description
GET_PLAYERID() Getter for PLAYERID, with configurable default
ASK_PLAYERID() Getter for PLAYERID w/ exceptions if field has no value
HAS_PLAYERID() Determine if PLAYERID has a value

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.

Accessible with the following methods

Method Description
GET_PLAYERATTRIBUTES() Getter for PLAYERATTRIBUTES, with configurable default
ASK_PLAYERATTRIBUTES() Getter for PLAYERATTRIBUTES w/ exceptions if field has no va
HAS_PLAYERATTRIBUTES() Determine if PLAYERATTRIBUTES has a value

Team

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Accessible with the following methods

Method Description
GET_TEAM() Getter for TEAM, with configurable default
ASK_TEAM() Getter for TEAM w/ exceptions if field has no value
HAS_TEAM() Determine if TEAM has a value

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.

Accessible with the following methods

Method Description
GET_LATENCYINMS() Getter for LATENCYINMS, with configurable default
ASK_LATENCYINMS() Getter for LATENCYINMS w/ exceptions if field has no value
HAS_LATENCYINMS() Determine if LATENCYINMS 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_PLAYERLIST

TYPES TT_PLAYERLIST TYPE STANDARD TABLE OF REF TO /AWS1/CL_GMLPLAYER WITH DEFAULT KEY
.