# 结构 FCreateBackfillTicketOptions

> Review the structure for specifying parameters when creating a backfill ticket.

##### Include（包括）##include

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

##### 语法##syntax

```cpp
USTRUCT(BlueprintType)
struct FCreateBackfillTicketOptions
```

## 字段##fields

### QueueName##queuename

回填请求的目标队列的名称。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

| **Name**    | **类型**                                                                                  |
| :---------- | :-------------------------------------------------------------------------------------- |
| `QueueName` | [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（使用格式“ip:端口”）。此属性用于为服务器分配匹配工单。这是必填字段。

#### 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/) |

### MatchId##matchid

此回填工单的目标匹配的 ID。匹配 ID 包含在分配有效负载的 MatchmakingResults 中。如 [Multiplay 文档](https://www.rocketscience.gg/multiplay/)中所述，游戏服务器从有效负载代理中检索分配有效负载。

#### 声明##declaration

```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, 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/) |

### PoolId##poolid

在其中创建回填工单的池的 ID。如果存在 `attributes` 字段，则无法使用。分配有效负载中的 MatchmakingResults 包含了创建它的匹配的池 ID。游戏服务器从有效负载代理中检索[分配有效负载](https://www.rocketscience.gg/multiplay/)。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### 属性##attributes

属性字典（数字或字符串），按属性名称编制索引。这些属性与匹配配置中定义的相应过滤器作比较，并用于将工单群体细分为不同的池。属性示例包括地图、模式、平台和版本号。（可选）

#### 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

包含匹配信息的属性对象。这是必填字段

#### 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) |
