/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
.