This class represents one of two things:

Arguments in a call to a service

Use the attributes of this class as arguments to methods. You shouldn't make instances of this class. Each attribute should be used as a named argument in the calls that expect this type of object.

As an example, if Att1 is expected to be a Paws::GameLift::MatchmakingTicket object:

  $service_obj->Method(Att1 => { ConfigurationName => $value, ..., TicketId => $value  });

Results returned from an API call

Use accessors for each attribute. If Att1 is expected to be an Paws::GameLift::MatchmakingTicket object:

  $result = $service_obj->Method(...);


Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.


ConfigurationName => Str

  Name of the MatchmakingConfiguration that is used with this ticket.
Matchmaking configurations determine how players are grouped into a
match and how a new game session is created for the match.

EndTime => Str

  Time stamp indicating when this matchmaking request stopped being
processed due to success, failure, or cancellation. Format is a number
expressed in Unix time as milliseconds (for example "1469498468.057").

EstimatedWaitTime => Int

  Average amount of time (in seconds) that players are currently waiting
for a match. If there is not enough recent data, this property may be

GameSessionConnectionInfo => Paws::GameLift::GameSessionConnectionInfo

  Identifier and connection information of the game session created for
the match. This information is added to the ticket only after the
matchmaking request has been successfully completed.

Players => ArrayRef[Paws::GameLift::Player]

  A set of C<Player> objects, each representing a player to find matches
for. Players are identified by a unique player ID and may include
latency data for use during matchmaking. If the ticket is in status
C<COMPLETED>, the C<Player> objects include the team the players were
assigned to in the resulting match.

StartTime => Str

  Time stamp indicating when this matchmaking request was received.
Format is a number expressed in Unix time as milliseconds (for example

Status => Str

  Current status of the matchmaking request.
  • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.

  • SEARCHING -- The matchmaking request is currently being processed.

  • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.

  • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.

  • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.

  • FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status.

  • CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.

  • TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.

StatusMessage => Str

  Additional information about the current status.

StatusReason => Str

  Code to explain the current status. For example, a status reason may
indicate when a ticket has returned to C<SEARCHING> status after a
proposed match fails to receive player acceptances.

TicketId => Str

  Unique identifier for a matchmaking ticket.


This class forms part of Paws, describing an object used in Paws::GameLift


The source code is located here:

Please report bugs to: