Class CreateBackfillTicketRequest
CreateBackfillTicketRequest
Inherited Members
Namespace: Unity.Services.Apis.Matchmaker
Assembly: Unity.Services.Apis.dll
Syntax
[DataContract(Name = "CreateBackfillTicketRequest")]
[Preserve]
public class CreateBackfillTicketRequest
Constructors
CreateBackfillTicketRequest(string, string, Dictionary<string, object>, string, Dictionary<string, byte[]>, string)
Initializes a new instance of the Create
Declaration
[Preserve]
public CreateBackfillTicketRequest(string queueName = null, string connection = null, Dictionary<string, object> attributes = null, string poolId = null, Dictionary<string, byte[]> properties = null, string matchId = null)
Parameters
Type | Name | Description |
---|---|---|
string | queueName | Tickets are logically grouped together for matchmaking. The tickets must match one of the queue names in the matchmaking config. If not, they will be placed in the default queue.. |
string | connection | The IP address and port of the server creating the backfill (using the format ip:port). This property is used to assign the server to the matching tickets. (required). |
Dictionary<string, object> | attributes | An object that holds a dictionary of attributes (number or string), indexed by the attribute name. The attributes are compared against the corresponding filters defined in the matchmaking config and used to segment the ticket population into pools. The default pool is used if a pool isn't provided.. |
string | poolId | The ID of the pool to create the backfill ticket in. Cannot be used if the |
Dictionary<string, byte[]> | properties | An object that will contain the data representing a Backfill Ticket. The information about the backfill ticket properties is stored in the |
string | matchId | The ID of the match that this backfill ticket is targeting. The match ID is contained in the MatchmakingResults in the allocation payload. The allocation payload is retrieved by the game server from the payload proxy as described in the Game Server Hosting Documentation.. |
Properties
Attributes
An object that holds a dictionary of attributes (number or string), indexed by the attribute name. The attributes are compared against the corresponding filters defined in the matchmaking config and used to segment the ticket population into pools. The default pool is used if a pool isn't provided.
Declaration
[DataMember(Name = "attributes", EmitDefaultValue = true)]
[Preserve]
public Dictionary<string, object> Attributes { get; set; }
Property Value
Type | Description |
---|---|
Dictionary<string, object> | An object that holds a dictionary of attributes (number or string), indexed by the attribute name. The attributes are compared against the corresponding filters defined in the matchmaking config and used to segment the ticket population into pools. The default pool is used if a pool isn't provided. |
Connection
The IP address and port of the server creating the backfill (using the format ip:port). This property is used to assign the server to the matching tickets.
Declaration
[DataMember(Name = "connection", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string Connection { get; set; }
Property Value
Type | Description |
---|---|
string | The IP address and port of the server creating the backfill (using the format ip:port). This property is used to assign the server to the matching tickets. |
MatchId
The ID of the match that this backfill ticket is targeting. The match ID is contained in the MatchmakingResults in the allocation payload. The allocation payload is retrieved by the game server from the payload proxy as described in the Game Server Hosting Documentation.
Declaration
[DataMember(Name = "matchId", EmitDefaultValue = true)]
[Preserve]
public string MatchId { get; set; }
Property Value
Type | Description |
---|---|
string | The ID of the match that this backfill ticket is targeting. The match ID is contained in the MatchmakingResults in the allocation payload. The allocation payload is retrieved by the game server from the payload proxy as described in the Game Server Hosting Documentation. |
PoolId
The ID of the pool to create the backfill ticket in. Cannot be used if the attributes
field is present. The MatchmakingResults in the allocation payload contains the pool ID of the match it was created in. The allocation payload is retrieved by the game server from the payload proxy as described in the Game Server Hosting Documentation.
Declaration
[DataMember(Name = "poolId", EmitDefaultValue = true)]
[Preserve]
public string PoolId { get; set; }
Property Value
Type | Description |
---|---|
string | The ID of the pool to create the backfill ticket in. Cannot be used if the |
Properties
An object that will contain the data representing a Backfill Ticket. The information about the backfill ticket properties is stored in the Data
property of that object. Backfill Ticket Properties is serialized in base64 (with padding).
Declaration
[DataMember(Name = "properties", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public Dictionary<string, byte[]> Properties { get; set; }
Property Value
Type | Description |
---|---|
Dictionary<string, byte[]> | An object that will contain the data representing a Backfill Ticket. The information about the backfill ticket properties is stored in the |
QueueName
Tickets are logically grouped together for matchmaking. The tickets must match one of the queue names in the matchmaking config. If not, they will be placed in the default queue.
Declaration
[DataMember(Name = "queueName", EmitDefaultValue = true)]
[Preserve]
public string QueueName { get; set; }
Property Value
Type | Description |
---|---|
string | Tickets are logically grouped together for matchmaking. The tickets must match one of the queue names in the matchmaking config. If not, they will be placed in the default queue. |