class Aws::GameLift::Types::Player

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

@note When making an API call, you may pass Player

data as a hash:

    {
      player_id: "NonZeroAndMaxString",
      player_attributes: {
        "NonZeroAndMaxString" => "value", # value <Hash,Array,String,Numeric,Boolean,IO,Set,nil>
      },
      team: "NonZeroAndMaxString",
      latency_in_ms: {
        "NonEmptyString" => 1,
      },
    }

@!attribute [rw] player_id

A unique identifier for a player
@return [String]

@!attribute [rw] player_attributes

A collection of key:value pairs containing player information for
use in matchmaking. Player attribute keys must match the
*playerAttributes* used in a matchmaking rule set. Example:
`"PlayerAttributes": \{"skill": \{"N": "23"\}, "gameMode": \{"S":
"deathmatch"\}\}`.
@return [Hash<String,Types::AttributeValue>]

@!attribute [rw] team

Name of the team that the player is assigned to in a match. Team
names are defined in a matchmaking rule set.
@return [String]

@!attribute [rw] latency_in_ms

A set of values, expressed in milliseconds, that indicates the
amount of latency that a player experiences when connected to AWS
Regions. If this property is present, FlexMatch considers placing
the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players
must report latency in order to be matched. If no latency is
reported in this scenario, FlexMatch assumes that no Regions are
available to the player and the ticket is not matchable.
@return [Hash<String,Integer>]

@see docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player AWS API Documentation

Constants

SENSITIVE