# 结构 FBackfillTicket

> Review the structure representing a backfill ticket for an active match.

##### Include（包括）##include

```cpp
#include <MatchmakerServer/Public/Models/BackfillTicket.h>
```

##### 语法##syntax

```cpp
USTRUCT(BlueprintType)
struct FBackfillTicket
```

## 字段##fields

### Id##id

回填工单 ID。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### Connection##connection

创建回填的服务器的 IP 地址和端口。IP 地址格式为“ip:端口”。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### 属性##attributes

此工单应在其中创建匹配的目标队列。

#### 声明##declaration

```cpp
TSharedPtr<FJsonObject> Attributes
```

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

| **Name**     | **类型**                                                                                                                                                                                     |
| :----------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Attributes` | [TSharedPtr](https://docs.unrealengine.com/5.0/en-US/API/Runtime/Core/Templates/TSharedPtr/)`<`[FJsonObject](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Json/Dom/FJsonObject/)`>` |

### 属性##properties

该对象包含代表回填工单的数据。关于回填工单属性的信息存储在该对象的 Data（数据）属性中。回填工单属性必须以 base64 格式进行序列化。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unity Gaming Services | Matchmaker | Model")
FMatchProperties Properties
```

#### Blueprint##blueprint

| **Name** | **类型**                                    |
| :------- | :---------------------------------------- |
| 属性       | [FMatchProperties](./match-properties.md) |

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

| **Name**     | **类型**                                    |
| :----------- | :---------------------------------------- |
| `Properties` | [FMatchProperties](./match-properties.md) |
