API-TournamentMatch
Namespace: Gimmebreak.Backbone.Tournaments
Inheritance: Object → TournamentMatch
Tournament match represents series of games with same opponents within a tournament round.
Considering 1v1 scenarion playing a best of three then match would contain minimum 2 games and maximum 3 to determine a winner.
Tournament match contains information about all users that should be present in a match along with score, points, etc.
C#
public class TournamentMatch
Constructors
TournamentMatch()
Create an instance of tournament match.
C#
public TournamentMatch()
Properties
CheckedInUserCount
Current number of checked in users.
C#
public int CheckedInUserCount
{
get;
set;
}
CurrentGameCount
Current number of games that have been already played (this includes also auto win games).
C#
public int CurrentGameCount
{
get;
set;
}
Deadline
This is total series deadline after which winner has to be determined.
C#
public DateTime Deadline
{
get;
set;
}
FullyCheckedInTeamCount
Current number of fully checked in teams (all party memebers have checked in for match).
C#
public int FullyCheckedInTeamCount
{
get;
set;
}
GameSessions
List of finished game sessions. List has to be loaded on demand.
To populate game sessions use LoadTournamentMatchGameSessions(TournamentMatch) on backbone client.
C#
public List<GameSession> GameSessions
{
get;
set;
}
GroupId
Determine match group id (Only used in tournament phases with groups).
C#
public int GroupId
{
get;
set;
}
Id
Unique match id.
C#
public long Id
{
get;
set;
}
MatchId
Match id is used for brackets, Id is only unique for each round.
C#
public int MatchId
{
get;
set;
}
MaxGameCount
Maximum number of games that can be played for this match.
C#
public int MaxGameCount
{
get;
set;
}
MinCheckinsPerTeam
Determine minimum number of checkins per team to consider team as partially checked in.
C#
public int MinCheckinsPerTeam
{
get;
set;
}
PartiallyCheckedInTeamCount
Current number of partially checked in teams (minimum number of party memebers have checked in for match).
C#
public int PartiallyCheckedInTeamCount
{
get;
set;
}
PhaseId
Determine phase id of this match.
C#
public int PhaseId
{
get;
set;
}
RoundId
Determine round id of this match.
C#
public int RoundId
{
get;
set;
}
Secret
Random 16 char value, only users allowed to join match (players/admins) get this value otherwise null (Can be used as a password for match room).
C#
public string Secret
{
get;
set;
}
Status
Determine current match status.
C#
public TournamentMatchStatus Status
{
get;
set;
}
Users
List of match users.
C#
public List<TournamentMatch.User> Users
{
get;
set;
}
WinScore
Required win score for this match.
C#
public int WinScore
{
get;
set;
}
Methods
GetCheckInTeamUsers()
Get only users of teams who at least partially checked in.
C#
public System.Collections.Generic.IEnumerable<Gimmebreak.Backbone.Tournaments.TournamentMatch.User> GetCheckInTeamUsers()
Returns
Checked in users.
GetMatchUserById(long)
Get match user by id.
C#
public Gimmebreak.Backbone.Tournaments.TournamentMatch.User GetMatchUserById(long userId)
Parameters
userId
: User id.
Returns
Match user.
IsTeamFullyCheckedIn(TournamentMatch.User)
Check if whole team is checked in.
C#
public bool IsTeamFullyCheckedIn(Gimmebreak.Backbone.Tournaments.TournamentMatch.User teamMember)
Parameters
teamMember
: Team member.
Returns
True if whole team is checked in, othwrwise false.
IsTeamFullyCheckedIn(byte)
Check if whole team is checked in.
C#
public bool IsTeamFullyCheckedIn(byte teamId)
Parameters
teamId
: Team id
Returns
True if whole team is checked in, othwrwise false.
IsTeamPartiallyCheckedIn(TournamentMatch.User)
Check if team is partially checked in.
C#
public bool IsTeamPartiallyCheckedIn(Gimmebreak.Backbone.Tournaments.TournamentMatch.User teamMember)
Parameters
teamMember
: Team member.
Returns
True if team is partially checked in, othwrwise false.
IsTeamPartiallyCheckedIn(byte)
Check if team is partially checked in.
C#
public bool IsTeamPartiallyCheckedIn(byte teamId)
Parameters
teamId
: Team id
Returns
True if team is partially checked in, othwrwise false.
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