@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class Player extends Object implements Serializable, Cloneable, StructuredPojo
Object used in matchmaking to represent a player. When starting a matchmaking request, a player has a player ID and may have latency data. Team information is added after a match has been successfully completed.
| Constructor and Description |
|---|
Player() |
| Modifier and Type | Method and Description |
|---|---|
Player |
addLatencyInMsEntry(String key,
Integer value) |
Player |
addPlayerAttributesEntry(String key,
AttributeValue value) |
Player |
clearLatencyInMsEntries()
Removes all the entries added into LatencyInMs.
|
Player |
clearPlayerAttributesEntries()
Removes all the entries added into PlayerAttributes.
|
Player |
clone() |
boolean |
equals(Object obj) |
Map<String,Integer> |
getLatencyInMs()
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when
connected to AWS regions.
|
Map<String,AttributeValue> |
getPlayerAttributes()
Collection of name:value pairs containing player information for use in matchmaking.
|
String |
getPlayerId()
Unique identifier for a player
|
String |
getTeam()
Name of the team that the player is assigned to in a match.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller) |
void |
setLatencyInMs(Map<String,Integer> latencyInMs)
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when
connected to AWS regions.
|
void |
setPlayerAttributes(Map<String,AttributeValue> playerAttributes)
Collection of name:value pairs containing player information for use in matchmaking.
|
void |
setPlayerId(String playerId)
Unique identifier for a player
|
void |
setTeam(String team)
Name of the team that the player is assigned to in a match.
|
String |
toString()
Returns a string representation of this object; useful for testing and debugging.
|
Player |
withLatencyInMs(Map<String,Integer> latencyInMs)
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when
connected to AWS regions.
|
Player |
withPlayerAttributes(Map<String,AttributeValue> playerAttributes)
Collection of name:value pairs containing player information for use in matchmaking.
|
Player |
withPlayerId(String playerId)
Unique identifier for a player
|
Player |
withTeam(String team)
Name of the team that the player is assigned to in a match.
|
public void setPlayerId(String playerId)
Unique identifier for a player
playerId - Unique identifier for a playerpublic String getPlayerId()
Unique identifier for a player
public Player withPlayerId(String playerId)
Unique identifier for a player
playerId - Unique identifier for a playerpublic Map<String,AttributeValue> getPlayerAttributes()
Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need
to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.public void setPlayerAttributes(Map<String,AttributeValue> playerAttributes)
Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need
to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
playerAttributes - Collection of name:value pairs containing player information for use in matchmaking. Player attribute
names need to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.public Player withPlayerAttributes(Map<String,AttributeValue> playerAttributes)
Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need
to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.
playerAttributes - Collection of name:value pairs containing player information for use in matchmaking. Player attribute
names need to match playerAttributes names in the rule set being used. Example:
"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.public Player addPlayerAttributesEntry(String key, AttributeValue value)
public Player clearPlayerAttributesEntries()
public void setTeam(String team)
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
team - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule
set.public String getTeam()
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
public Player withTeam(String team)
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
team - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule
set.public Map<String,Integer> getLatencyInMs()
Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency issues and may place the match in any region in the queue.
If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
public void setLatencyInMs(Map<String,Integer> latencyInMs)
Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency issues and may place the match in any region in the queue.
If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
latencyInMs - Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency
issues and may place the match in any region in the queue. If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
public Player withLatencyInMs(Map<String,Integer> latencyInMs)
Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency issues and may place the match in any region in the queue.
If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
latencyInMs - Set of values, expressed in milliseconds, indicating 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 that are included in the object map. If not present (that is, null), FlexMatch ignores latency
issues and may place the match in any region in the queue. If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.
public Player clearLatencyInMsEntries()
public String toString()
toString in class ObjectObject.toString()public void marshall(ProtocolMarshaller protocolMarshaller)
marshall in interface StructuredPojoCopyright © 2017. All rights reserved.