# 클래스 UMatchmakerServerSubsystem

> Review the Matchmaker Server Subsystem API reference for managing backfill tickets and match information.

##### 선언##declaration

```cpp
UCLASS()
class MATCHMAKERSERVER_API UMatchmakerServerSubsystem : public UGameInstanceSubsystem
```

[UGameInstanceSubsystem](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Engine/Subsystems/UGameInstanceSubsystem/)에서 상속됩니다.

## 오버라이드##overrides

### Initialize(FSubsystemCollectionBase&)##initialize(fsubsystemcollectionbase&)

USubsystem에서 오버라이드를 초기화합니다.

#### 선언##declaration

```cpp
virtual void Initialize(FSubsystemCollectionBase& Collection) override
```

## 메서드##methods

### ApproveBackfillTicket(FGuid, THandler\<FApproveBackfillTicketResponse>)##approvebackfillticket(fguid,-thandlerfapprovebackfillticketresponse)

Backfill 티켓을 승인합니다.

#### 선언##declaration

```cpp
void ApproveBackfillTicket(FGuid BackfillTicketId, Unity::Services::Core::THandler<FApproveBackfillTicketResponse> ResponseHandler)
```

#### 파라미터##parameters

| **이름**             | **유형**                                                                                                                                | **설명**                                |
| :----------------- | :------------------------------------------------------------------------------------------------------------------------------------ | :------------------------------------ |
| `BackfillTicketId` | [FGuid](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FGuid/)                                                         | 승인할 Backfill 티켓의 ID                   |
| `ResponseHandler`  | [THandler](../services-core/utils/services-utils)`<`[FApproveBackfillTicketResponse](./models/approve-backfill-ticket-response.md)`>` | ApproveBackfillTicket이 완료되면 사용할 응답 콜백 |

### CreateBackfillTicket(FCreateBackfillTicketOptions, THandler\<FCreateBackfillTicketResponse>)##createbackfillticket(fcreatebackfillticketoptions,-thandlerfcreatebackfillticketresponse)

Backfill 티켓을 생성합니다.

#### 선언##declaration

```cpp
void CreateBackfillTicket(FCreateBackfillTicketOptions Options, Unity::Services::Core::THandler<FCreateBackfillTicketResponse> ResponseHandler)
```

#### 파라미터##parameters

| **이름**            | **유형**                                                                                                                              | **설명**                               |
| :---------------- | :---------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------- |
| `Options`         | [FCreateBackfillTicketOptions](./models/create-backfill-ticket-options.md)                                                          | Backfill 티켓 생성에 필요한 파라미터             |
| `ResponseHandler` | [THandler](../services-core/utils/services-utils)`<`[FCreateBackfillTicketResponse](./models/create-backfill-ticket-response.md)`>` | CreateBackfillTicket이 완료되면 사용할 응답 콜백 |

### DeleteBackfillTicket(FGuid, THandler\<FDeleteBackfillTicketResponse>)##deletebackfillticket(fguid,-thandlerfdeletebackfillticketresponse)

Backfill 티켓을 삭제합니다.

#### 선언##declaration

```cpp
void DeleteBackfillTicket(FGuid BackfillTicketId, Unity::Services::Core::THandler<FDeleteBackfillTicketResponse> ResponseHandler)
```

#### 파라미터##parameters

| **이름**             | **유형**                                                                                                                              | **설명**                       |
| :----------------- | :---------------------------------------------------------------------------------------------------------------------------------- | :--------------------------- |
| `BackfillTicketId` | [FGuid](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FGuid/)                                                       | 삭제할 Backfill 티켓의 ID          |
| `ResponseHandler`  | [THandler](../services-core/utils/services-utils)`<`[FDeleteBackfillTicketResponse](./models/delete-backfill-ticket-response.md)`>` | DeleteTicket이 완료되면 사용할 응답 콜백 |

### GetTicketStatus(FGuid, THandler\<FGetTicketStatusResponse>)##getticketstatus(fguid,-thandlerfgetticketstatusresponse)

Backfill 티켓을 업데이트합니다.

#### 선언##declaration

```cpp
void UpdateBackfillTicket(FGuid BackfillTicketId, FBackfillTicket BackfillTicket, Unity::Services::Core::THandler<FUpdateBackfillTicketResponse> ResponseHandler)
```

#### 파라미터##parameters

| **이름**             | **유형**                                                                                                                              | **설명**                               |
| :----------------- | :---------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------- |
| `BackfillTicketId` | [FGuid](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FGuid/)                                                       | 업데이트할 Backfill 티켓의 ID                |
| `BackfillTicket`   | [FBackfillTicket](./models/backfill-ticket.md)                                                                                      | 업데이트된 Backfill 티켓                    |
| `ResponseHandler`  | [THandler](../services-core/utils/services-utils)`<`[FUpdateBackfillTicketResponse](./models/update-backfill-ticket-response.md)`>` | UpdateBackfillTicket이 완료되면 사용할 응답 콜백 |
