/** * Lifecycle states for the **match** record produced once a * matchmaking ticket succeeds. * * Distinct from {@link MatchmakingTicketStatus}, which tracks the * earlier stages (waiting for members, finding a match). A single * ticket eventually produces one match record whose state then * progresses through the values below until the gameplay session * starts or is cancelled. * * Surfaced on `MultiplayerModels.MatchEntry.status`. */ export declare enum MatchStatus { /** * The match was created but the dedicated server allocation * has not yet completed. Connection details are unavailable. */ WaitingForServer = 1, /** * The dedicated server is ready and the match record carries * connection details. The application can connect. */ Matched = 2, /** * The match was cancelled before completion (server * allocation failure, manual cancel). Application should * abort the lobby flow. */ Canceled = 3 }