Struct rusoto_gamelift::MatchmakingTicket
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pub struct MatchmakingTicket { pub configuration_name: Option<String>, pub game_session_connection_info: Option<GameSessionConnectionInfo>, pub players: Option<Vec<Player>>, pub start_time: Option<f64>, pub status: Option<String>, pub status_message: Option<String>, pub status_reason: Option<String>, pub ticket_id: Option<String>, }
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
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.
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.
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.
start_time: Option<f64>
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
status: Option<String>
Current status of the matchmaking request.
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QUEUED – The matchmaking request has been received and is currently waiting to be processed.
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SEARCHING – The matchmaking request is currently being processed.
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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.
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PLACING – The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
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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.
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FAILED – The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in
FAILED
status; new matchmaking requests can be submitted for these players. -
CANCELLED – The matchmaking request was canceled with a call to StopMatchmaking.
-
TIMED_OUT – The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.
status_message: Option<String>
Additional information about the current status.
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.
ticket_id: Option<String>
Unique identifier for a matchmaking ticket.
Trait Implementations
impl Default for MatchmakingTicket
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fn default() -> MatchmakingTicket
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Returns the "default value" for a type. Read more
impl Debug for MatchmakingTicket
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impl Clone for MatchmakingTicket
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fn clone(&self) -> MatchmakingTicket
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more