@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class MatchmakingTicket extends Object implements Serializable, Cloneable, StructuredPojo
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.
Constructor and Description |
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MatchmakingTicket() |
Modifier and Type | Method and Description |
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MatchmakingTicket |
clone() |
boolean |
equals(Object obj) |
String |
getConfigurationName()
Name of the MatchmakingConfiguration that is used with this ticket.
|
Date |
getEndTime()
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout,
or cancellation.
|
Integer |
getEstimatedWaitTime()
Average amount of time (in seconds) that players are currently waiting for a match.
|
GameSessionConnectionInfo |
getGameSessionConnectionInfo()
Identifier and connection information of the game session created for the match.
|
List<Player> |
getPlayers()
A set of
Player objects, each representing a player to find matches for. |
Date |
getStartTime()
Time stamp indicating when this matchmaking request was received.
|
String |
getStatus()
Current status of the matchmaking request.
|
String |
getStatusMessage()
Additional information about the current status.
|
String |
getStatusReason()
Code to explain the current status.
|
String |
getTicketId()
Unique identifier for a matchmaking ticket.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setConfigurationName(String configurationName)
Name of the MatchmakingConfiguration that is used with this ticket.
|
void |
setEndTime(Date endTime)
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout,
or cancellation.
|
void |
setEstimatedWaitTime(Integer estimatedWaitTime)
Average amount of time (in seconds) that players are currently waiting for a match.
|
void |
setGameSessionConnectionInfo(GameSessionConnectionInfo gameSessionConnectionInfo)
Identifier and connection information of the game session created for the match.
|
void |
setPlayers(Collection<Player> players)
A set of
Player objects, each representing a player to find matches for. |
void |
setStartTime(Date startTime)
Time stamp indicating when this matchmaking request was received.
|
void |
setStatus(String status)
Current status of the matchmaking request.
|
void |
setStatusMessage(String statusMessage)
Additional information about the current status.
|
void |
setStatusReason(String statusReason)
Code to explain the current status.
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void |
setTicketId(String ticketId)
Unique identifier for a matchmaking ticket.
|
String |
toString()
Returns a string representation of this object; useful for testing and debugging.
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MatchmakingTicket |
withConfigurationName(String configurationName)
Name of the MatchmakingConfiguration that is used with this ticket.
|
MatchmakingTicket |
withEndTime(Date endTime)
Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout,
or cancellation.
|
MatchmakingTicket |
withEstimatedWaitTime(Integer estimatedWaitTime)
Average amount of time (in seconds) that players are currently waiting for a match.
|
MatchmakingTicket |
withGameSessionConnectionInfo(GameSessionConnectionInfo gameSessionConnectionInfo)
Identifier and connection information of the game session created for the match.
|
MatchmakingTicket |
withPlayers(Collection<Player> players)
A set of
Player objects, each representing a player to find matches for. |
MatchmakingTicket |
withPlayers(Player... players)
A set of
Player objects, each representing a player to find matches for. |
MatchmakingTicket |
withStartTime(Date startTime)
Time stamp indicating when this matchmaking request was received.
|
MatchmakingTicket |
withStatus(MatchmakingConfigurationStatus status)
Current status of the matchmaking request.
|
MatchmakingTicket |
withStatus(String status)
Current status of the matchmaking request.
|
MatchmakingTicket |
withStatusMessage(String statusMessage)
Additional information about the current status.
|
MatchmakingTicket |
withStatusReason(String statusReason)
Code to explain the current status.
|
MatchmakingTicket |
withTicketId(String ticketId)
Unique identifier for a matchmaking ticket.
|
public void setTicketId(String ticketId)
Unique identifier for a matchmaking ticket.
ticketId
- Unique identifier for a matchmaking ticket.public String getTicketId()
Unique identifier for a matchmaking ticket.
public MatchmakingTicket withTicketId(String ticketId)
Unique identifier for a matchmaking ticket.
ticketId
- Unique identifier for a matchmaking ticket.public void setConfigurationName(String configurationName)
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.
configurationName
- 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.public String getConfigurationName()
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.
public MatchmakingTicket withConfigurationName(String configurationName)
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.
configurationName
- 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.public void setStatus(String status)
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. 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
- 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. 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.
MatchmakingConfigurationStatus
public String getStatus()
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. 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.
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. 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.
MatchmakingConfigurationStatus
public MatchmakingTicket withStatus(String status)
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. 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
- 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. 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.
MatchmakingConfigurationStatus
public MatchmakingTicket withStatus(MatchmakingConfigurationStatus status)
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. 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
- 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. 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.
MatchmakingConfigurationStatus
public void setStatusReason(String statusReason)
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.
statusReason
- 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.public String getStatusReason()
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.
SEARCHING
status after a proposed match fails to receive player acceptances.public MatchmakingTicket withStatusReason(String statusReason)
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.
statusReason
- 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.public void setStatusMessage(String statusMessage)
Additional information about the current status.
statusMessage
- Additional information about the current status.public String getStatusMessage()
Additional information about the current status.
public MatchmakingTicket withStatusMessage(String statusMessage)
Additional information about the current status.
statusMessage
- Additional information about the current status.public void setStartTime(Date startTime)
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
startTime
- Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix
time as milliseconds (for example "1469498468.057").public Date getStartTime()
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
public MatchmakingTicket withStartTime(Date startTime)
Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
startTime
- Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix
time as milliseconds (for example "1469498468.057").public void setEndTime(Date endTime)
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").
endTime
- 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").public Date getEndTime()
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").
public MatchmakingTicket withEndTime(Date endTime)
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").
endTime
- 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").public List<Player> getPlayers()
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.
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.public void setPlayers(Collection<Player> players)
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.
players
- 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.public MatchmakingTicket withPlayers(Player... players)
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.
NOTE: This method appends the values to the existing list (if any). Use
setPlayers(java.util.Collection)
or withPlayers(java.util.Collection)
if you want to override
the existing values.
players
- 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.public MatchmakingTicket withPlayers(Collection<Player> players)
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.
players
- 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.public void setGameSessionConnectionInfo(GameSessionConnectionInfo 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.
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.public GameSessionConnectionInfo getGameSessionConnectionInfo()
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.
public MatchmakingTicket withGameSessionConnectionInfo(GameSessionConnectionInfo 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.
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.public void setEstimatedWaitTime(Integer estimatedWaitTime)
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.
estimatedWaitTime
- 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.public Integer getEstimatedWaitTime()
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.
public MatchmakingTicket withEstimatedWaitTime(Integer estimatedWaitTime)
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.
estimatedWaitTime
- 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.public String toString()
toString
in class Object
Object.toString()
public MatchmakingTicket clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.Copyright © 2013 Amazon Web Services, Inc. All Rights Reserved.