/*
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://aws.amazon.com/apache2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
/*
* Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model.
*/
using System;
using System.Collections.Generic;
using System.Xml.Serialization;
using System.Text;
using System.IO;
using System.Net;
using Amazon.Runtime;
using Amazon.Runtime.Internal;
namespace Amazon.GameLift.Model
{
///
/// Container for the parameters to the AcceptMatch operation.
/// Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking
/// configuration may require player acceptance; if so, then matches built with that configuration
/// cannot be completed unless all players accept the proposed match within a specified
/// time limit.
///
///
///
/// When FlexMatch builds a match, all the matchmaking tickets involved in the proposed
/// match are placed into status REQUIRES_ACCEPTANCE
. This is a trigger for
/// your game to get acceptance from all players in the ticket. Acceptances are only valid
/// for tickets when they are in this status; all other acceptances result in an error.
///
///
///
/// To register acceptance, specify the ticket ID, a response, and one or more players.
/// Once all players have registered acceptance, the matchmaking tickets advance to status
/// PLACING
, where a new game session is created for the match.
///
///
///
/// If any player rejects the match, or if acceptances are not received before a specified
/// timeout, the proposed match is dropped. The matchmaking tickets are then handled in
/// one of two ways: For tickets where one or more players rejected the match or failed
/// to respond, the ticket status is set to CANCELLED
, and processing is
/// terminated. For tickets where players have accepted or not yet responded, the ticket
/// status is returned to SEARCHING
to find a new match. A new matchmaking
/// request for these players can be submitted as needed.
///
///
///
/// Learn more
///
///
///
///
/// Add FlexMatch to a game client
///
///
///
///
/// FlexMatch events (reference)
///
///
public partial class AcceptMatchRequest : AmazonGameLiftRequest
{
private AcceptanceType _acceptanceType;
private List _playerIds = new List();
private string _ticketId;
///
/// Gets and sets the property AcceptanceType.
///
/// Player response to the proposed match.
///
///
[AWSProperty(Required=true)]
public AcceptanceType AcceptanceType
{
get { return this._acceptanceType; }
set { this._acceptanceType = value; }
}
// Check to see if AcceptanceType property is set
internal bool IsSetAcceptanceType()
{
return this._acceptanceType != null;
}
///
/// Gets and sets the property PlayerIds.
///
/// A unique identifier for a player delivering the response. This parameter can include
/// one or multiple player IDs.
///
///
[AWSProperty(Required=true)]
public List PlayerIds
{
get { return this._playerIds; }
set { this._playerIds = value; }
}
// Check to see if PlayerIds property is set
internal bool IsSetPlayerIds()
{
return this._playerIds != null && this._playerIds.Count > 0;
}
///
/// Gets and sets the property TicketId.
///
/// A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE
;
/// otherwise this request will fail.
///
///
[AWSProperty(Required=true, Max=128)]
public string TicketId
{
get { return this._ticketId; }
set { this._ticketId = value; }
}
// Check to see if TicketId property is set
internal bool IsSetTicketId()
{
return this._ticketId != null;
}
}
}