/** * Lifecycle states for a matchmaking ticket. * * Tickets progress through these states in order: members confirm, * the matchmaking engine searches, a match is allocated, and * finally the dedicated server reports ready. Cancellation can * happen from any state. * * Distinct from {@link MatchStatus}, which describes the **match** * record produced once the ticket succeeds. * * Surfaced on `MultiplayerModels.TicketEntry.status`. */ export declare enum MatchmakingTicketStatus { /** * Some declared members have not joined the ticket yet — see * {@link MatchmakingMemberStatus.Pending}. */ WaitingForMembers = 1, /** * All members are joined; the matchmaking engine is searching * for opponents matching the ticket's queue / criteria. */ WaitingForMatch = 2, /** * A match was found; the backend is provisioning the * dedicated server. Connection details are not yet available. */ WaitingForServer = 3, /** * The dedicated server is ready and the ticket points at a * match record. Use the match id to look up * {@link MatchStatus.Matched} connection details. */ Matched = 4, /** * The ticket was cancelled before completion (member declined, * matchmaking timed out, server allocation failed). */ Canceled = 5 }