Struct aws_sdk_gamelift::types::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.
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 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.
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. 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.
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 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"
).
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>
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 .
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§
source§impl MatchmakingTicket
impl MatchmakingTicket
sourcepub fn configuration_name(&self) -> Option<&str>
pub fn configuration_name(&self) -> Option<&str>
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.
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. 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.
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 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"
).
sourcepub fn players(&self) -> &[Player]
pub fn players(&self) -> &[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.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .players.is_none()
.
sourcepub fn game_session_connection_info(&self) -> Option<&GameSessionConnectionInfo>
pub fn game_session_connection_info(&self) -> Option<&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 .
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.
source§impl MatchmakingTicket
impl MatchmakingTicket
sourcepub fn builder() -> MatchmakingTicketBuilder
pub fn builder() -> MatchmakingTicketBuilder
Creates a new builder-style object to manufacture MatchmakingTicket
.
Trait Implementations§
source§impl Clone for MatchmakingTicket
impl Clone for MatchmakingTicket
source§fn clone(&self) -> MatchmakingTicket
fn clone(&self) -> MatchmakingTicket
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for MatchmakingTicket
impl Debug for MatchmakingTicket
source§impl PartialEq for MatchmakingTicket
impl PartialEq for MatchmakingTicket
source§fn eq(&self, other: &MatchmakingTicket) -> bool
fn eq(&self, other: &MatchmakingTicket) -> bool
self
and other
values to be equal, and is used
by ==
.