/* * 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; } } }