# 结构 FMatchmakingResults

> Review the structure containing results from a successful match including teams and allocation details.

##### Include（包括）##include

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

##### 语法##syntax

```cpp
USTRUCT(BlueprintType)
struct MATCHMAKERSERVER_API FMatchmakingResults
```

## 字段##fields

### MatchProperties##matchproperties

表示匹配属性。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### GeneratorName##generatorname

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### QueueName##queuename

分配了服务器的匹配队列。

#### 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/) |

### PoolName##poolname

分配了服务器的匹配池。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### BackfillTicketId##backfillticketid

回填工单的唯一 ID。

#### 声明##declaration

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

#### Blueprint##blueprint

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

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

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

### MatchId##matchid

匹配的唯一 ID。

#### 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

匹配所在池的 ID。

#### 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/) |

## 方法##methods

从 JSON 字符串反序列化 MatchmakingResults。

### FromJson(FString)##fromjson(fstring)

#### 声明##declaration

```cpp
static FMatchmakingResults FromJson(FString JsonString)
```

#### 参数##parameters

| **Name**     | **类型**                                                                                  | **描述**          |
| :----------- | :-------------------------------------------------------------------------------------- | :-------------- |
| `JsonString` | [FString](https://docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Containers/FString/) | 序列化后的 JSON 字符串。 |

#### 返回##returns

| **类型**                                          | **描述**                      |
| :---------------------------------------------- | :-------------------------- |
| [FMatchmakingResults](./matchmaking-results.md) | 反序列化后的 FMatchmakingResults。 |
