/*
* 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
{
///
/// Represents a player in matchmaking. When starting a matchmaking request, a player
/// has a player ID, attributes, and may have latency data. Team information is added
/// after a match has been successfully completed.
///
public partial class Player
{
private Dictionary _latencyInMs = new Dictionary();
private Dictionary _playerAttributes = new Dictionary();
private string _playerId;
private string _team;
///
/// Gets and sets the property LatencyInMs.
///
/// A set of values, expressed in milliseconds, that indicates 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 for which latency is reported.
///
///
///
///
/// If a matchmaker has a rule that evaluates player latency, players must report latency
/// in order to be matched. If no latency is reported in this scenario, FlexMatch assumes
/// that no Regions are available to the player and the ticket is not matchable.
///
///
public Dictionary LatencyInMs
{
get { return this._latencyInMs; }
set { this._latencyInMs = value; }
}
// Check to see if LatencyInMs property is set
internal bool IsSetLatencyInMs()
{
return this._latencyInMs != null && this._latencyInMs.Count > 0;
}
///
/// Gets and sets the property PlayerAttributes.
///
/// A collection of key:value pairs containing player information for use in matchmaking.
/// Player attribute keys must match the playerAttributes used in a matchmaking
/// rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S":
/// "deathmatch"}}
.
///
///
///
/// You can provide up to 10 PlayerAttributes
.
///
///
public Dictionary PlayerAttributes
{
get { return this._playerAttributes; }
set { this._playerAttributes = value; }
}
// Check to see if PlayerAttributes property is set
internal bool IsSetPlayerAttributes()
{
return this._playerAttributes != null && this._playerAttributes.Count > 0;
}
///
/// Gets and sets the property PlayerId.
///
/// A unique identifier for a player
///
///
[AWSProperty(Min=1, Max=1024)]
public string PlayerId
{
get { return this._playerId; }
set { this._playerId = value; }
}
// Check to see if PlayerId property is set
internal bool IsSetPlayerId()
{
return this._playerId != null;
}
///
/// Gets and sets the property Team.
///
/// Name of the team that the player is assigned to in a match. Team names are defined
/// in a matchmaking rule set.
///
///
[AWSProperty(Min=1, Max=1024)]
public string Team
{
get { return this._team; }
set { this._team = value; }
}
// Check to see if Team property is set
internal bool IsSetTeam()
{
return this._team != null;
}
}
}