amazonka-gamelift-2.0: Amazon GameLift SDK.
Copyright(c) 2013-2023 Brendan Hay
LicenseMozilla Public License, v. 2.0.
MaintainerBrendan Hay
Stabilityauto-generated
Portabilitynon-portable (GHC extensions)
Safe HaskellSafe-Inferred
LanguageHaskell2010

Amazonka.GameLift.Types.MatchmakingTicket

Description

 
Synopsis

Documentation

data MatchmakingTicket Source #

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.

See: newMatchmakingTicket smart constructor.

Constructors

MatchmakingTicket' 

Fields

  • configurationArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

  • configurationName :: Maybe Text

    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.

  • endTime :: Maybe POSIX

    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").

  • estimatedWaitTime :: Maybe Natural

    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.

  • gameSessionConnectionInfo :: Maybe 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 .

  • players :: Maybe [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.

  • startTime :: Maybe POSIX

    Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • status :: Maybe 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.

  • statusMessage :: Maybe Text

    Additional information about the current status.

  • statusReason :: Maybe Text

    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.

  • ticketId :: Maybe Text

    A unique identifier for a matchmaking ticket.

Instances

Instances details
FromJSON MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Generic MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Associated Types

type Rep MatchmakingTicket :: Type -> Type #

Read MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Show MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

NFData MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Methods

rnf :: MatchmakingTicket -> () #

Eq MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Hashable MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket = D1 ('MetaData "MatchmakingTicket" "Amazonka.GameLift.Types.MatchmakingTicket" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchmakingTicket'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "configurationName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "endTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "estimatedWaitTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "gameSessionConnectionInfo") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionConnectionInfo))))) :*: ((S1 ('MetaSel ('Just "players") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Player])) :*: (S1 ('MetaSel ('Just "startTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe MatchmakingConfigurationStatus)))) :*: (S1 ('MetaSel ('Just "statusMessage") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ticketId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))))

newMatchmakingTicket :: MatchmakingTicket Source #

Create a value of MatchmakingTicket with all optional fields omitted.

Use generic-lens or optics to modify other optional fields.

The following record fields are available, with the corresponding lenses provided for backwards compatibility:

$sel:configurationArn:MatchmakingTicket', matchmakingTicket_configurationArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

$sel:configurationName:MatchmakingTicket', matchmakingTicket_configurationName - 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.

$sel:endTime:MatchmakingTicket', matchmakingTicket_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").

$sel:estimatedWaitTime:MatchmakingTicket', matchmakingTicket_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.

$sel:gameSessionConnectionInfo:MatchmakingTicket', matchmakingTicket_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 .

$sel:players:MatchmakingTicket', matchmakingTicket_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.

$sel:startTime:MatchmakingTicket', matchmakingTicket_startTime - Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:status:MatchmakingTicket', matchmakingTicket_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. 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.

$sel:statusMessage:MatchmakingTicket', matchmakingTicket_statusMessage - Additional information about the current status.

$sel:statusReason:MatchmakingTicket', matchmakingTicket_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.

$sel:ticketId:MatchmakingTicket', matchmakingTicket_ticketId - A unique identifier for a matchmaking ticket.

matchmakingTicket_configurationArn :: Lens' MatchmakingTicket (Maybe Text) Source #

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

matchmakingTicket_configurationName :: Lens' MatchmakingTicket (Maybe Text) Source #

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.

matchmakingTicket_endTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #

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").

matchmakingTicket_estimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural) Source #

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.

matchmakingTicket_gameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo) Source #

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 .

matchmakingTicket_players :: Lens' MatchmakingTicket (Maybe [Player]) Source #

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_startTime :: Lens' MatchmakingTicket (Maybe UTCTime) Source #

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

matchmakingTicket_status :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus) Source #

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.

matchmakingTicket_statusMessage :: Lens' MatchmakingTicket (Maybe Text) Source #

Additional information about the current status.

matchmakingTicket_statusReason :: Lens' MatchmakingTicket (Maybe Text) Source #

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_ticketId :: Lens' MatchmakingTicket (Maybe Text) Source #

A unique identifier for a matchmaking ticket.