结构 FGetTicketStatusResponse
Review the response structure containing the status and details of a matchmaking ticket.
Include(包括)
#include <MatchmakerClient/Public/Models/GetTicketStatusResponse.h>
语法
USTRUCT(BlueprintType)struct FGetTicketStatusResponse
字段
WasSuccessful
指示请求是否已成功完成。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")bool bWasSuccessful = false
Blueprint
Name | 类型 | 默认值 |
|---|
| Was Successful(已成功) | 布尔值 | false |
C++
AssignmentType
已创建的匹配工单的 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString AssignmentType
Blueprint
Name | 类型 |
|---|
| Assignment Type(分配类型) | 字符串 |
C++
消息
可选消息
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString Message
Blueprint
C++
状态
分配的状态可以是 Timeout(超时)、Failed(失败)、**InProgress(进行中)**或 Found(找到)。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")StatusEnum Status = StatusEnum::InProgress
Blueprint
C++
Ip
分配给此工单的服务器的 IP。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString Ip
Blueprint
C++
Port
分配给此工单结果的端口。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")int32 Port = 0
Blueprint
C++
MatchId
匹配的唯一 ID。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString MatchId
Blueprint
C++
ErrorMessage
包含错误详细信息的错误消息。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")FString ErrorMessage
Blueprint
C++
ErrorCode
以 int32 表示的错误代码 (MatchmakerExceptionReason),旨在实现 Blueprint 兼容性。
声明
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")int32 ErrorCode = Matchmaker::kMatchmakerExceptionOffset
Blueprint
C++
方法
GetReasonEnum()
声明
EMatchmakerExceptionReason GetReasonEnum() const
返回