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GameModelActivePlayerCountSnapshot

A point-in-time app-scoped count of active gameplay sessions. This counts sessions, not actors or distinct users; one user with multiple active sessions contributes multiple players. Status states whether the fleet-wide count is complete.

type GameModelActivePlayerCountSnapshot {
appId: BigInt!
activePlayerCount: Int!
status: GameModelPlayerCountStatus!
observedAt: DateTime
revision: BigInt!
}

Fields

GameModelActivePlayerCountSnapshot.appId ● BigInt! non-null scalar

The app whose active gameplay sessions were counted.

GameModelActivePlayerCountSnapshot.activePlayerCount ● Int! non-null scalar

Active gameplay sessions currently reported for the app. For PARTIAL this is the best-known sum from supported fresh Buddies; for UNAVAILABLE it is zero because no live report can be observed. Check status before treating it as a complete fleet total.

GameModelActivePlayerCountSnapshot.status ● GameModelPlayerCountStatus! non-null enum

Whether activePlayerCount is complete (FRESH), a supported-Buddy subset (PARTIAL), or unavailable because no Buddy heartbeat is fresh (UNAVAILABLE).

GameModelActivePlayerCountSnapshot.observedAt ● DateTime scalar

Latest heartbeat time represented by this observation, or null when no fresh Buddy is available.

GameModelActivePlayerCountSnapshot.revision ● BigInt! non-null scalar

Durable monotonic revision of complete count changes. Zero means the app is untracked or has not changed after its silent baseline. Partial and unavailable observations never advance it.

Returned By

gameModelActivePlayerCount query