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    Class MatchRequests.UpdateMatchStatusRequest

    Request to update the status of a match

    Inheritance
    Object
    Request
    MatchRequests.UpdateMatchStatusRequest
    Inherited Members
    Request.Result
    Request.HasUpdate()
    Request.Update()
    Namespace: Unity.PSN.PS5.Matches
    Syntax
    public class UpdateMatchStatusRequest : Request

    Properties

    MatchID

    Match ID

    Declaration
    public string MatchID { get; set; }
    Property Value
    Type Description
    String

    UpdateStatus

    The status of a match can be updated using this request. If a match whose status is already Completed or Cancelled is updated, an error will occur.

    Declaration
    public MatchRequests.UpdateMatchStatus UpdateStatus { get; set; }
    Property Value
    Type Description
    MatchRequests.UpdateMatchStatus
    Remarks

    The status of a match can be updated to one of the follow: Playing, OnHold or Cancelled

    Playing Because the status of a match immediately after it is created is Waiting, update it to Playing status when gameplay commences. Changing to Playing status indicates that the match has started or resumed. Therefore, the following checks are performed.

    • At least one player must be in the match
    • If the GroupType is TeamMatch, at least one team must be in the match StartTimeStamp is recorded the first time the status of a match becomes Playing.

    OnHold Changing to OnHold status means temporarily pausing the match. Matches in OnHold status may be automatically cancelled. LastPausedTimeStamp is recorded every time the status of a match becomes OnHold.

    Cancelled Changing to Cancelled status means canceling the match. EndTimeStamp is recorded the first time the status of a match becomes Cancelled.

    Match Validity Period If a match is left alone for more than a certain amount of time, it will be automatically transitioned to Cancelled status. (*Currently, matches are not automatically canceled. A validity period feature for matches is expected to be implemented in the future.) If Playing: If left for 24 hours from the date and time when the match last entered Playing status If Waiting: If left from the date and time when the match first entered Waiting status until the ExpirationTime has elapsed If OnHold: If left from the date and time when the match last entered OnHold status until the ExpirationTime has elapsed However, if the status changes or expirationTime is updated while Waiting or OnHold, the timer will be reset, and a new countdown will begin.

    UserId

    User ID

    Declaration
    public int UserId { get; set; }
    Property Value
    Type Description
    Int32

    Methods

    Run()

    Declaration
    protected override void Run()
    Overrides
    Request.Run()
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    on 25 September 2020