API
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.
TournamentMatch()
Create an instance of tournament match.
public TournamentMatch()
CheckedInUserCount
public int CheckedInUserCount {
get;
set;
}
CurrentGameCount
Current number of games that have been already played (this includes also auto win games).
CurrentGameCount
public int CurrentGameCount {
get;
set;
}
Deadline
public DateTime Deadline {
get;
set;
}
FullyCheckedInTeamCount
Current number of fully checked in teams (all party members have checked in for match).
FullyCheckedInTeamCount
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.
GameSessions
public List<GameSession> GameSessions {
get;
set;
}
GroupId
public int GroupId {
get;
set;
}
Id
public long Id {
get;
set;
}
MatchId
public int MatchId {
get;
set;
}
MaxGameCount
public int MaxGameCount {
get;
set;
}
MinCheckinsPerTeam
Determine minimum number of checkins per team to consider team as partially checked in.
MinCheckinsPerTeam
public int MinCheckinsPerTeam {
get;
set;
}
PartiallyCheckedInTeamCount
Current number of partially checked in teams (minimum number of party members have checked in for match).
PartiallyCheckedInTeamCount
public int PartiallyCheckedInTeamCount {
get;
set;
}
PhaseId
public int PhaseId {
get;
set;
}
RoundId
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).
Secret
public string Secret {
get;
set;
}
Status
public TournamentMatchStatus Status {
get;
set;
}
Users
public List<TournamentMatch.User> Users {
get;
set;
}
WinScore
public int WinScore {
get;
set;
}
GetCheckInTeamUsers()
Get only users of teams who at least partially checked in.
Returns
Checked in users.
GetCheckInTeamUsers()
public System.Collections.Generic.IEnumerable<Gimmebreak.Backbone.Tournaments.TournamentMatch.User> GetCheckInTeamUsers()
GetMatchUserById(long)
Get match user by id.
Parameters
- Name
userId
- Type
- long
- Description
User id.
Returns
User
- Match user
GetMatchUserById(long)
public Gimmebreak.Backbone.Tournaments.TournamentMatch.User GetMatchUserById(long userId)
IsTeamFullyCheckedIn(TournamentMatch.User)
Check if whole team is checked in.
Parameters
- Name
teamMember
- Type
- TournamentMatch.User
- Description
Team member.
Returns
True if whole team is checked in, otherwise false.
IsTeamFullyCheckedIn(TournamentMatch.User)
public bool IsTeamFullyCheckedIn(Gimmebreak.Backbone.Tournaments.TournamentMatch.User teamMember)
IsTeamFullyCheckedIn(byte)
Check if whole team is checked in.
Parameters
- Name
teamId
- Type
- byte
- Description
Team id.
Returns
True if whole team is checked in, otherwise false.
IsTeamFullyCheckedIn(byte)
public bool IsTeamFullyCheckedIn(byte teamId)
IsTeamPartiallyCheckedIn(TournamentMatch.User)
Check if team is partially checked in.
Parameters
- Name
teamMember
- Type
- TournamentMatch.User
- Description
Team member.
Returns
True if team is partially checked in, otherwise false.
IsTeamPartiallyCheckedIn(TournamentMatch.User)
public bool IsTeamPartiallyCheckedIn(Gimmebreak.Backbone.Tournaments.TournamentMatch.User teamMember)
IsTeamPartiallyCheckedIn(byte)
Check if team is partially checked in.
Parameters
- Name
teamId
- Type
- byte
- Description
Team id.
Returns
True if team is partially checked in, otherwise false.
IsTeamPartiallyCheckedIn(byte)
public bool IsTeamPartiallyCheckedIn(byte teamId)