# 结构 FGetTicketStatusResponse

> Review the response structure containing the status and details of a matchmaking ticket.

##### Include（包括）##include

```cpp
#include <MatchmakerClient/Public/Models/GetTicketStatusResponse.h>
```

##### 语法##syntax

```cpp
USTRUCT(BlueprintType)
struct FGetTicketStatusResponse
```

## 字段##fields

### WasSuccessful##wassuccessful

指示请求是否已成功完成。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
bool bWasSuccessful = false
```

#### Blueprint##blueprint

| **Name**            | **类型**                                                                                             | **默认值** |
| :------------------ | :------------------------------------------------------------------------------------------------- | :------ |
| Was Successful（已成功） | [布尔值](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | false   |

#### C++##c++

| **Name**         | **类型** | **默认值** |
| :--------------- | :----- | :------ |
| `bWasSuccessful` | `bool` | `false` |

### AssignmentType##assignmenttype

已创建的匹配工单的 ID。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
FString AssignmentType
```

#### Blueprint##blueprint

| **Name**              | **类型**                                                                                             |
| :-------------------- | :------------------------------------------------------------------------------------------------- |
| Assignment Type（分配类型） | [字符串](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **Name**         | **类型**                                                                                  |
| :--------------- | :-------------------------------------------------------------------------------------- |
| `AssignmentType` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### 消息##message

可选消息

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
FString Message
```

#### Blueprint##blueprint

| **Name** | **类型**                                                                                             |
| :------- | :------------------------------------------------------------------------------------------------- |
| 消息       | [字符串](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **Name**  | **类型**                                                                                  |
| :-------- | :-------------------------------------------------------------------------------------- |
| `Message` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### 状态##status

分配的状态可以是 **Timeout（超时）**、**Failed（失败）**、\*\*InProgress（进行中）\*\*或 **Found（找到）**。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
StatusEnum Status = StatusEnum::InProgress
```

#### Blueprint##blueprint

| **Name** | **类型**                         | **默认值**                  |
| :------- | :----------------------------- | :----------------------- |
| 状态       | [StatusEnum](./status-enum.md) | `StatusEnum::InProgress` |

#### C++##c++

| **Name** | **类型**                         | **默认值**                  |
| :------- | :----------------------------- | :----------------------- |
| `Status` | [StatusEnum](./status-enum.md) | `StatusEnum::InProgress` |

### Ip##ip

分配给此工单的服务器的 IP。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
FString Ip
```

#### Blueprint##blueprint

| **Name** | **类型**                                                                                             |
| :------- | :------------------------------------------------------------------------------------------------- |
| Ip       | [字符串](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **Name** | **类型**                                                                                  |
| :------- | :-------------------------------------------------------------------------------------- |
| `Ip`     | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### Port##port

分配给此工单结果的端口。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
int32 Port = 0
```

#### Blueprint##blueprint

| **Name** | **类型**                                                                                            | **默认值** |
| :------- | :------------------------------------------------------------------------------------------------ | :------ |
| Port     | [整数](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | `0`     |

#### C++##c++

| **Name** | **类型**                                                                                                         | **默认值** |
| :------- | :------------------------------------------------------------------------------------------------------------- | :------ |
| `Port`   | [int32](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformTypes/int32/) | `0`     |

### MatchId##matchid

匹配的唯一 ID。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
FString MatchId
```

#### Blueprint##blueprint

| **Name**        | **类型**                                                                                             |
| :-------------- | :------------------------------------------------------------------------------------------------- |
| Match Id（匹配 ID） | [字符串](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **Name**  | **类型**                                                                                  |
| :-------- | :-------------------------------------------------------------------------------------- |
| `MatchId` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### ErrorMessage##errormessage

包含错误详细信息的错误消息。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
FString ErrorMessage
```

#### Blueprint##blueprint

| **Name** | **类型**                                                                                             |
| :------- | :------------------------------------------------------------------------------------------------- |
| 错误消息     | [字符串](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) |

#### C++##c++

| **Name**       | **类型**                                                                                  |
| :------------- | :-------------------------------------------------------------------------------------- |
| `ErrorMessage` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) |

### ErrorCode##errorcode

以 int32 表示的错误代码 ([MatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md))，旨在实现 Blueprint 兼容性。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Unity Gaming Services | Matchmaker | Model")
int32 ErrorCode = Matchmaker::kMatchmakerExceptionOffset
```

#### Blueprint##blueprint

| **Name** | **类型**                                                                                            | **默认值** |
| :------- | :------------------------------------------------------------------------------------------------ | :------ |
| 错误代码     | [整数](https://docs.unrealengine.com/5.3/en-US/blueprint-variables-in-unreal-engine/#variabletypes) | `0`     |

#### C++##c++

| **Name**    | **类型**                                                                                                         | **默认值** |
| :---------- | :------------------------------------------------------------------------------------------------------------- | :------ |
| `ErrorCode` | [int32](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformTypes/int32/) | `0`     |

## 方法##methods

### GetReasonEnum()##getreasonenum()

#### 声明##declaration

```cpp
EMatchmakerExceptionReason GetReasonEnum() const
```

#### 返回##returns

| **类型**                                                                                                                    | **描述**                                                                                                                               |
| :------------------------------------------------------------------------------------------------------------------------ | :----------------------------------------------------------------------------------------------------------------------------------- |
| [EMatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md) | 表示为 [EMatchmakerExceptionReason](/matchmaker/unreal-engine-sdk/sdk-api/matchmaker-core/models/matchmaker-exception-reason.md) 的异常原因。 |
