Struct aws_sdk_gamelift::model::MatchmakingTicket
source · [−]#[non_exhaustive]pub struct MatchmakingTicket {
pub ticket_id: Option<String>,
pub configuration_name: Option<String>,
pub configuration_arn: Option<String>,
pub status: Option<MatchmakingConfigurationStatus>,
pub status_reason: Option<String>,
pub status_message: Option<String>,
pub start_time: Option<DateTime>,
pub end_time: Option<DateTime>,
pub players: Option<Vec<Player>>,
pub game_session_connection_info: Option<GameSessionConnectionInfo>,
pub estimated_wait_time: Option<i32>,
}
Expand description
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 with StartMatchmaking
. Tickets can be retrieved by calling DescribeMatchmaking
with the ticket ID.
Fields (Non-exhaustive)
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.ticket_id: Option<String>
A unique identifier for a matchmaking ticket.
configuration_name: Option<String>
Name of the MatchmakingConfiguration
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.
configuration_arn: Option<String>
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
status: Option<MatchmakingConfigurationStatus>
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 (see
AcceptMatch
). 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 call to
StopMatchmaking
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.
status_reason: Option<String>
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.
status_message: Option<String>
Additional information about the current status.
start_time: Option<DateTime>
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
end_time: Option<DateTime>
Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
players: Option<Vec<Player>>
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.
game_session_connection_info: Option<GameSessionConnectionInfo>
Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
estimated_wait_time: Option<i32>
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.
Implementations
sourceimpl MatchmakingTicket
impl MatchmakingTicket
sourcepub fn configuration_name(&self) -> Option<&str>
pub fn configuration_name(&self) -> Option<&str>
Name of the MatchmakingConfiguration
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.
sourcepub fn configuration_arn(&self) -> Option<&str>
pub fn configuration_arn(&self) -> Option<&str>
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
sourcepub fn status(&self) -> Option<&MatchmakingConfigurationStatus>
pub fn status(&self) -> Option<&MatchmakingConfigurationStatus>
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 (see
AcceptMatch
). 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 call to
StopMatchmaking
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.
sourcepub fn status_reason(&self) -> Option<&str>
pub fn status_reason(&self) -> Option<&str>
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.
sourcepub fn status_message(&self) -> Option<&str>
pub fn status_message(&self) -> Option<&str>
Additional information about the current status.
sourcepub fn start_time(&self) -> Option<&DateTime>
pub fn start_time(&self) -> Option<&DateTime>
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn end_time(&self) -> Option<&DateTime>
pub fn end_time(&self) -> Option<&DateTime>
Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn players(&self) -> Option<&[Player]>
pub fn players(&self) -> Option<&[Player]>
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.
sourcepub fn game_session_connection_info(&self) -> Option<&GameSessionConnectionInfo>
pub fn game_session_connection_info(&self) -> Option<&GameSessionConnectionInfo>
Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed. This parameter is not set when FlexMatch is being used without GameLift hosting.
sourcepub fn estimated_wait_time(&self) -> Option<i32>
pub fn estimated_wait_time(&self) -> Option<i32>
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.
sourceimpl MatchmakingTicket
impl MatchmakingTicket
sourcepub fn builder() -> Builder
pub fn builder() -> Builder
Creates a new builder-style object to manufacture MatchmakingTicket
.
Trait Implementations
sourceimpl Clone for MatchmakingTicket
impl Clone for MatchmakingTicket
sourcefn clone(&self) -> MatchmakingTicket
fn clone(&self) -> MatchmakingTicket
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for MatchmakingTicket
impl Debug for MatchmakingTicket
sourceimpl PartialEq<MatchmakingTicket> for MatchmakingTicket
impl PartialEq<MatchmakingTicket> for MatchmakingTicket
sourcefn eq(&self, other: &MatchmakingTicket) -> bool
fn eq(&self, other: &MatchmakingTicket) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &MatchmakingTicket) -> bool
fn ne(&self, other: &MatchmakingTicket) -> bool
This method tests for !=
.
impl StructuralPartialEq for MatchmakingTicket
Auto Trait Implementations
impl RefUnwindSafe for MatchmakingTicket
impl Send for MatchmakingTicket
impl Sync for MatchmakingTicket
impl Unpin for MatchmakingTicket
impl UnwindSafe for MatchmakingTicket
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more