/* * 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; } } }