public static interface MatchmakingTicket.Builder extends SdkPojo, CopyableBuilder<MatchmakingTicket.Builder,MatchmakingTicket>
| Modifier and Type | Method and Description |
|---|---|
MatchmakingTicket.Builder |
configurationArn(String configurationArn)
The Amazon Resource Name (ARN) associated with the
GameLift matchmaking configuration resource that is used with this ticket.
|
MatchmakingTicket.Builder |
configurationName(String configurationName)
Name of the MatchmakingConfiguration that is used with this ticket.
|
MatchmakingTicket.Builder |
endTime(Instant endTime)
Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or
cancellation.
|
MatchmakingTicket.Builder |
estimatedWaitTime(Integer estimatedWaitTime)
Average amount of time (in seconds) that players are currently waiting for a match.
|
default MatchmakingTicket.Builder |
gameSessionConnectionInfo(Consumer<GameSessionConnectionInfo.Builder> gameSessionConnectionInfo)
Identifier and connection information of the game session created for the match.
|
MatchmakingTicket.Builder |
gameSessionConnectionInfo(GameSessionConnectionInfo gameSessionConnectionInfo)
Identifier and connection information of the game session created for the match.
|
MatchmakingTicket.Builder |
players(Collection<Player> players)
A set of
Player objects, each representing a player to find matches for. |
MatchmakingTicket.Builder |
players(Consumer<Player.Builder>... players)
A set of
Player objects, each representing a player to find matches for. |
MatchmakingTicket.Builder |
players(Player... players)
A set of
Player objects, each representing a player to find matches for. |
MatchmakingTicket.Builder |
startTime(Instant startTime)
Time stamp indicating when this matchmaking request was received.
|
MatchmakingTicket.Builder |
status(MatchmakingConfigurationStatus status)
Current status of the matchmaking request.
|
MatchmakingTicket.Builder |
status(String status)
Current status of the matchmaking request.
|
MatchmakingTicket.Builder |
statusMessage(String statusMessage)
Additional information about the current status.
|
MatchmakingTicket.Builder |
statusReason(String statusReason)
Code to explain the current status.
|
MatchmakingTicket.Builder |
ticketId(String ticketId)
A unique identifier for a matchmaking ticket.
|
equalsBySdkFields, sdkFieldscopyapplyMutation, buildMatchmakingTicket.Builder ticketId(String ticketId)
A unique identifier for a matchmaking ticket.
ticketId - A unique identifier for a matchmaking ticket.MatchmakingTicket.Builder configurationName(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.MatchmakingTicket.Builder configurationArn(String configurationArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
configurationArn - The Amazon Resource Name (ARN) associated with the
GameLift matchmaking configuration resource that is used with this ticket.MatchmakingTicket.Builder status(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.
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 - 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.
MatchmakingConfigurationStatus,
MatchmakingConfigurationStatusMatchmakingTicket.Builder status(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.
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 - 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.
MatchmakingConfigurationStatus,
MatchmakingConfigurationStatusMatchmakingTicket.Builder statusReason(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.MatchmakingTicket.Builder statusMessage(String statusMessage)
Additional information about the current status.
statusMessage - Additional information about the current status.MatchmakingTicket.Builder startTime(Instant 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").MatchmakingTicket.Builder endTime(Instant endTime)
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").
endTime - 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").MatchmakingTicket.Builder players(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.MatchmakingTicket.Builder players(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.MatchmakingTicket.Builder players(Consumer<Player.Builder>... 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.
Player.Builder avoiding the need to create one
manually via Player.builder().
When the Consumer completes,
SdkBuilder.build() is called immediately and its
result is passed to #players(List.
players - a consumer that will call methods on
Player.Builder#players(java.util.Collection) MatchmakingTicket.Builder gameSessionConnectionInfo(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. This parameter is not set when FlexMatch is being used without GameLift hosting.
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.default MatchmakingTicket.Builder gameSessionConnectionInfo(Consumer<GameSessionConnectionInfo.Builder> 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.
This is a convenience method that creates an instance of theGameSessionConnectionInfo.Builder
avoiding the need to create one manually via GameSessionConnectionInfo.builder().
When the Consumer completes, SdkBuilder.build() is called immediately
and its result is passed to gameSessionConnectionInfo(GameSessionConnectionInfo).
gameSessionConnectionInfo - a consumer that will call methods on GameSessionConnectionInfo.BuildergameSessionConnectionInfo(GameSessionConnectionInfo)MatchmakingTicket.Builder estimatedWaitTime(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.Copyright © 2022. All rights reserved.