American Football Match State V2
- 1 Ably American Football Match State V2
- 2 Differences from V1
- 3 Section Explanations
- 3.1 1. firstHalf
- 3.1.1 1.1 drives
- 3.1.2 1.1.1 plays
- 3.1.3 1.1.2 conversionPlays
- 3.1.4 1.1.3 score
- 3.1.5 1.1.4 scrimmageLocation
- 3.1.6 1.1.5 snap
- 3.1.7 1.1.6 period
- 3.1.8 1.1.7 actions
- 3.1.9 1.1.8 penalties
- 3.1.10 1.1.9 players
- 3.1.11 1.1.10 activeUnits
- 3.1.12 1.2 timeouts
- 3.1.13 1.3 timeoutsRemaining
- 3.1.14 1.4 coinToss
- 3.2 2. secondHalf
- 3.3 3. overtimePeriods
- 3.4 4. challenges
- 3.5 5. gameTime
- 3.6 6. matchStatus
- 3.7 7. period
- 3.8 8. periodWithStatus
- 3.9 9. score
- 3.10 10. homeTeam/awayTeam sections
- 3.11 11. injuries
- 3.12 12. comments
- 3.13 13. currentPossession
- 3.14 14. yardsToEndzone
- 3.15 15. risks
- 3.16 16. isPlayUnderReview
- 3.17 17. nextPlay
- 3.18 18. source
- 3.19 19. fixtureId
- 3.20 20. sequence
- 3.21 21. messageTimestampUtc
- 3.22 22. isReliable
- 3.23 23. isCoverageCancelled
- 3.24 24. reliabilityReasons
- 3.1 1. firstHalf
- 4 Schema definitions
Ably American Football Match State V2
Introduction
The document describes the American Football V2 Match state contract and provides examples of using it.
Example Ably LiveAccess URL: https://platform.matchstate.api.geniussports.com/api/v1/sources/GeniusPremium/sports/17/fixtures/10173048/liveaccess?sportApiVersion=v2
IMPORTANT: All enums
should be considered as extensible, meaning any additional values beyond the ones explicitly defined should be accepted.
American Football Match State
Differences from V1
Section Explanations
1. firstHalf
The firstHalf section contains information about the coin toss results, all drives of the half, timeouts taken by the teams during this half and remaining timeouts for each team.
{
"drives": [{}],
"timeouts": [{}],
"timeoutsRemaining": {},
"coinToss": {}
}
| Contains the array of drives happened in this half of the match. |
| Contains the array of timeouts that either home or away team took during this half |
| Contains the number of how many timeouts remained for both home and away teams at this half |
| Contains information about coin toss that happened at the beginning of this half |
Use case: It’s the beginning of the match, a coin toss has been completed, a winner team is about to kick the football - all this information is reflected under this “firstHalf” section.
Real example:
1.1 drives
The drives array contains drive objects that contain information about team who was in possession of that drive, indication was it a kickoff drive or not, list of all plays and conversion plays happened during the drive as well as basic information about the scores and indication if it is a finished drive or not.
{
"teamInPossession": "Home",
"isKickOff": true,
"plays": [{}],
"conversionPlays": [{}],
"score": [{}],
"isFinished": true
}
| Indicates which team was in possession of this drive. Possible options: [None, Away, Home] |
| Indicates whether this drive was a kickoff or not |
| Contains the array of plays happened during this drive |
| Contains information about any conversion play happened during this drive |
| Contains the array of scoring events happened during this drive |
| Indicates if this drive has been completed or still ongoing. The flag will always remain false at the drive level based on current behavior. This section will be updated when true becomes a possible value. Please reach out to your Genius representative with any questions. |
Use case: Home team gained a possession of the football. They start their 4 attempts to cross the 10 yards. Drive will contain information about all of those attempts until the team either scores or loses the possession of the ball.
Real example:
1.1.1 plays
The plays array contains play objects that contain general information about the play as well as list of all play actions and list of penalties associated with the play.
{
"sequence": 2,
"downNumber": 1,
"yardsToGo": 10,
"scrimmageLocation": {},
"snap": {},
"id": 6,
"isVoid": false,
"isConfirmed": true,
"isFinished": false,
"period": {},
"actions": [{}],
"penalties": [{}],
"startedAtGameTime": "00:12:43",
"endedAtGameTime": "00:12:11",
"startedAtUtc": "2021-06-02T20:31:36.955Z",
"endedAtUtc": "2021-06-02T20:31:36.955Z",
"description": "(12:43) K.Cousins pass deep left to A.Thielen to HST 49 for 18 yards (E.Murray).",
"sourcePlayId": "360"
}
| Indicates the number of attempt team is conducting during the drive |
| Indicates the number of attempt (out of 4) the team to cross the first down line |
| Indicates the yards the team has remaining to go till the first down line |
| Indicates the location of football from where the play is started |
| Indicates whether the play has been started and the ball has been snapped |
| Play unique identifier |
| Indicates whether the play has been cancelled |
| Indicates if the play with all its actions has been confirmed |
| Indicates if the play has ended |
| Contains information which period is it in a match when this play was happening |
| Contains all the actions that belong to this specific play |
| Contains a list of penalties that happened during this specific play |
| Indicates at what time of the game this play has started |
| Indicates at what time of the game this play has ended |
| Timestamp indicates the exact time when this play has started |
| Timestamp indicates the exact time when this play has ended |
| Play description |
| Associates this play with a play in NFL feed |
Use case: The home team has the possession, snaps the ball and attempts to reach and cross the first down line by rushing through opponents defense.
Real example:
Relevant information: When a team challenges a play and loses the challenge, they are charged a timeout, in which case the “Description” element will describe the timeout.
1.1.2 conversionPlays
The conversionPlays array contains conversionPlay objects that contain similar information to regular play object, but is used either for one point or two point conversions.
| Indicates which team is in possession of this conversion play |
| Indicates the type of the conversion play. Available options: [Unknown, OnePoint, TwoPoints] |
| Play unique identifier |
| Obsolete identifier |
| Indicates if the conversion play with all its actions has been confirmed |
| Indicates if the conversion play has ended |
| Contains information which period is it in a match when this conversion play was happening |
| Contains all the actions that belong to this specific conversion play |
| Contains a list of penalties that happened during this specific conversion play |
| Indicates at what time of the game this conversion play has started |
| Indicates at what time of the game this conversion play has ended |
| Timestamp indicates the exact time when this conversion play has started |
| Timestamp indicates the exact time when this conversion play has ended |
| Conversion play description |
| Associates this play with a play in NFL feed |
Use case: The home team scored a touchdown. They have the possession for the conversion play and they are attempting an extra point kick.
Real example:
1.1.3 score
The score array contains score object that contains information about how the score was gained, which team scored, how many points and period when it happened.
| Contains information about the period this scoring action happened |
| Indicates the type of the scoring play. Available options: [Touchdown, OnePointConversion, TwoPointConversion, FieldGoal, Safety, OnePointSafety, Single (only available for CFL)] |
| Indicates the team who scored. Available options: [None, Home, Away] |
| Indicates how many points the team gained |
| Indicates if it is confirmed or not |
| Timestamp indicates the exact time of this scoring action |
Use case: A home team has scored a touchdown and successfully made an extra point in a conversion play.
1.1.4 scrimmageLocation
The scrimmageLocation section contains basic information about the line of scrimmage.
| Indicates the yard line where the football is placed at the start of the play |
| Indicates side of the yard. Available options: [None, Home, Away] |
Use case: A ball for the play will be placed on 30 yards line of home team side.
1.1.5 snap
The snap section contains basic information about the snap action - time when it happened and whether it’s confirmed.
Use case: A scout notes that the ball has been snapped.
1.1.6 period
The period section contains basic information about the period number and if it’s a regular period or an overtime. Here period is for the specific play - in which period the specific play happened.
| Indicates the number of the quarter |
| Indicates whether this period is during a regular time or an overtime. Available options: [Regular, Overtime] |
Use case: This specific play happens in the 2nd quarter of the regular game time.
1.1.7 actions
The actions array contains action objects that contain information about specific action of the play - which team made the action, what kind of action was it, players involved. Each action now has a unique id
to better identify the actions within a play
Additionally, the yardlines have been added to the match state for many actions so there is more granularity of where that action happened.
| Indicates the sequence of actions within the play |
| Indicates which team made that action |
| Unique action identifier |
| Indicates the type of action. Available options: [Kickoff, Touchback, FairCatch, Run, Tackle, Sack, OutOfBounds, PassAttempt, CompletePass, IncompletePass, Interception, Punt, Fumble, Return, Safety, Touchdown, FieldGoalAttempt, FieldGoalMade, FieldGoalMissed, ConversionAttempt, ConversionMade, ConversionMissed, OnePointSafety, Muff, Recovery, FieldGoalBlocked, ConversionBlocked, DeadBall, RunAfterCatch, Kneel, PuntBlocked, Lateral, BallBatted, Single (only available for CFL)] |
| Indicates second level of action description. Available for specific actions and Match State sources |
| Indicates the amount of yards gained or lost (it’s shown or not depending on the action). |
| Indicates where specific action on the field has happened. Available for [Recovery, Fumble, Return, Tackle, OutOfBounds, Muff, Lateral,FairCatch] |
| Indicates whether this action was nullified (for example by penalty) |
| Currently not provided. |
Use case: A player from away team decided to run and was tackled 1 yard behind line of scrimmage.
1.1.8 penalties
The penalties array contains penalty objects that contain information about the given penalty - which team got the penalty, which player, what kind of penalty, enforcement spot, ball placement spot and penalty yards. Penalties are per play.
| Indicates which team was charged with the penalty |
| Indicates which player was charged with penalty |
| All possible penalty types: [Unknown, BlockBelowWaist, BlockingOutOfBounds, ChopBlock, Clipping, ContactingTheKicker, CutBlocking, Defensive12OnField, DefensiveDelayOfGame, DefensiveHolding, DefensiveOffside, DefensivePassInterference, DefensiveTooManyMenOnField, DelayOfGame, DelayOfKickoff, DisconcertingSignals, Disqualification, Encroachment, EquipmentViolation, FaceMask, FairCatchInterference, FalseStart, Fighting, Holding, HoldingReturn, HorseCollarTackle, Hurdling, IllegalBat, IllegalBlindsideBlock, IllegalBlock, IllegalBlockAboveTheWaist, IllegalBlockAboveWaist, IllegalBlockAfterFcSignal, IllegalBlockInBack, IllegalBlockOnReturn, IllegalContact, IllegalContactWithSnapper, IllegalCrackback, IllegalCut, IllegalDoubleTeamBlock, IllegalDownfieldOnKick, IllegalFormation, IllegalForwardPass, IllegalInterferenceCover, IllegalInterferenceOnLooseBall, IllegalKickoff, IllegallyKickingBall, IllegalMotion, IllegalParticipation, IllegalPeelback, IllegalPunt, IllegalShift, IllegalSnap, IllegalSubstitution, IllegalTouchKick, IllegalTouchOfKick, IllegalTouchPass, IllegalUseOfHands, IllegalWedge, IneligibleDownfieldKick, IneligibleDownfieldOnPass, IneligibleDownfieldPass, IneligibleReceiver, IntentionalGrounding, InterferenceWithOpportunityToCatch, InvalidFairCatchSignal, KickCatchInterference, KickoffOutOfBounds, Leaping, Leverage, LowBlock, LoweringHeadToInitiateContact, NeutralZoneInfraction, NoYards15, NoYards5, ObjectionableConduct, Offensive12OnField, OffensiveHolding, OffensiveOffside, OffensivePassInterference, OffensiveTooManyMenOnField, Offside, OffsideOnFreeKick, PassInterference, PersonalFoul, PhysicalAbuseOnOfficial, PilingOn, PlayerOutOfBoundsOnKick, PlayerOutOfBoundsOnPunt, ProcedureGeneral, ProcedureIllegalFormation, ProcedureNoEnd, PushBlocking, Pyramiding, ReturnFromOutOfBounds, RoughingHolder, RoughingTheKicker, RoughingThePasser, RoughPlay, RunningIntoHolder, RunningIntoTheKicker, ShortFreeKick, SidelineInterference, Spearing, Targeting, Taunting, TimeCountAfter3MinuteWarningIntentional, TimeCountAfter3MinuteWarningLoss10Yards, TimeCountAfter3MinuteWarningLossDown, TimeCountAfter3MinuteWarningUnintentional, TimeCountBefore3MinuteWarning, TooManyPlayers, Tripping, UnnecessaryRoughness, UnnecessaryRoughnessMajorGrade2, UnsportsmanlikeConduct, OffensiveDisqualification, OffensiveIllegalBat, OffensiveIllegallyKickingBall] |
| Indicates the outcome of the penalty. Available options: [Unknown, Accepted, Declined, Offsetting, Superseded] |
| Indicates penalty yards |
| Indicates enforcement and placement yardlines of the penalty if both available. |
| Indicates where the penalty is enforced from. Available options: [Unknown, DeadBall, OtherSpot, PreviousSpot, SuccedingSpot] |
| Indicates if penalty results in firstDown, LossOfDown or down Repeats. Available options: [Unknown, First, Repeats, LossOfDown] |
| Currently not provided |
| Timestamp of the penalty |
Use case: Home team was charged with the penalty “Defensive Offside” that they accepted. Home team was penalized of 5 yards.
1.1.9 players
The players array contains player object that contains basic information about the player.
| Indicates the type of the player. Available options: [Unknown, Tackled, Tackler, Scorer, TackleAssister, Receiver, Passer, Fumbled, Fumbler, Recoverer, Kicker, Runner, Returner, Interceptor, Blocker, QbHitter, PassDefender, Muffed] |
| Indicates an id of the to which this player is mapped |
Player type | Valid action types | Explanation |
---|---|---|
| - | Not used |
|
| The player that was tackled |
|
| The player who tackled, in case of |
|
| The player who assisted tackling in the tackle (secondary tackler). Tackle can have two tackle assisters and no tackler |
|
| The player who scored the points |
|
| The player who is the intended receiver for a pass or fair catch. In case of conversions, only for two point conversion when it is passed |
|
| The player who passed the ball. In case of conversions, only for two point conversion when it is passed |
|
| The player who fumbled the ball |
|
| The player who recovered the ball |
|
| The play who kicked the ball. In case of conversions, only for one point conversion |
|
| The player who runs with the ball. In case of conversions, only for two point conversion when it is rushed |
|
| The player who attempts to make a return with the ball |
|
| The player who intercepts the pass |
|
| The player who blocks the kick |
|
| The player/s who hit the quarterback to the ground |
|
| The player/s who earn pass defended on incomplete pass |
|
| The player who muffs the catch |
Use case: Player who specified as a “Tackler“ in an “Tackle” action had an id of “1003063".
1.1.10 activeUnits
The activeUnits section contains information about what kind of players were involved on the field - defense, offense or special team.
Currently not available.
1.2 timeouts
The timeouts array contains timeout objects that contain general information about each timeout taken during the half of the match.
| Indicates which team took the timeout |
| Indicates game time at what the timeout was taken |
| Indicates the period when the timeout was taken |
| Timestamp indicates exact time of the timeout |
| Indicates is timeout has been officially confirmed |
Use case: A timeout was taken by the away team at 4th quarter of the regular match time when clock was showing 2 minutes and 35 seconds left.
1.3 timeoutsRemaining
The timeoutsRemaining section contains basic information - how many timeouts are remaining for each team in the half.
| Indicates how many timeouts are left for the away team in the half |
| Indicates how many timeouts are left for the home team in the half |
Use case: In this half away team has 2 timeouts remaining whereas home team has 1.
1.4 coinToss
The coinToss section contains information about the outcome of coin toss in the beginning of each half.
| Indicates the team who won the coin toss |
| Indicates whether the winner team decided to defer or not |
| Indicates the away team choice. Available options: [Kick, Receive, EndZone, NorthEndZone, EastEndZone, SouthEndZone, WestEndZone] |
| Indicates the home team choice. Available options: [Kick, Receive, EndZone, NorthEndZone, EastEndZone, SouthEndZone, WestEndZone] |
Use case: Away team won the coin toss and decided to defer. They chose the west end zone for kicking whereas home team chose to receive the ball after the kick.
2. secondHalf
The secondHalf section is identical to the firstHalf section structure described above.
3. overtimePeriods
The overtimePeriods array contains overtimePeriod objects that contain information about each overtime. It has identical structure to halfs with one exception - in addition it has “period” property.
| Indicates which overtime period it is |
| Contains the array of drives happened in this overtime |
| Contains the array of timeouts that either home or away team took during this overtime period |
| Contains the number of how many timeouts remained for both home and away teams at this overtime period |
| Contains information about coin toss that happened at the beginning of overtime period |
Use case: There were no winning team during the regular match time hence game moved into the overtime.
4. challenges
The challenges array contains challenge objects that contain general information about challenge - which team challenged, when and what was the result.
| Unique id for the challenge/review |
| Indicates if it is a team challenge or official review |
| Indicates the team whose coach initiated the challenge |
| Indicates the game time when the challenge was initiated |
| Indicates the period in which the challenge was initiated |
| The play ID for the original play being challenged/reviewed |
| A string taken from collection tool on the official ruling made by official |
| Timestamp of the challenge |
| Indicates the result of the challenge. Available options: [Unknown, Won, Lost] |
| Indicates decision if play stands, confirmed or is overturned. Only overturned means original play will change |
Use case: Head coach of away team initiated a challenge when remaining time was 11 minutes and 4 seconds. Outcome of challenge is play stands and play continues. NB: When using GeniusPremium source, result will be unknown, so use outcome to determine if it is won or lost.
5. gameTime
The gameTime section contains information about the game clock - what’s the clock value, when was it last updated and is it running at the moment.
| Reflects the game clock |
| Timestamp of the latest game clock value update |
| Indicates whether or not the game clock is running |
Use case: Game clock of the match is showing 4 minutes and 11 seconds left. Clock is still running.
Important: Match State messages are not published with every second elapsed on the clock. New Match State message is only published if IsRunning
flag in gameTime
is updated from true
to false
or vice versa. Match State is also published if there is an adjustment of the clock
value even if isRunning
is not updated. Multiple MatchState messages published in a row are expected to have the same values of clock
, lastUpdatedUtc
and isRunning
in gameTime
in case the clock keeps ticking down. In order to calculate current clock value shown on the scoreboard when clock is running, you need to subtract lastUpdatedUtc
from messageTimestampUtc
and then to use the result to subtract from clock
value.
6. matchStatus
The matchStatus property reflects the current match status.
| Indicates the overall match status. Available options: [Unknown, NotStarted, Warmup, InProgress, Postponed, Finished, Interrupted, CoverageStopped, Abandoned, Cancelled, Delayed] |
Use case: The match is currently in progress.
7. period
The period section contains basic information about the period number and if it’s a regular period or an overtime. This period section reflects the current period in the match.
| Indicates the number of the quarter |
| Indicates whether this period is during a regular time or an overtime. Available options: [Regular, Overtime] |
Use case: The match is now in the 3rd quarter of the regular game time.
8. periodWithStatus
The periodWithStatus section contains basic information about the current situation with the match - current period number and if it’s a regular period or an overtime and its status.
| Indicates the status of the period. Available options: [NotStarted, InProgress, Finished] |
| Indicates if it is confirmed or not |
| Indicates the number of the quarter |
| Indicates whether this period is during a regular time or an overtime. Available options: [Regular, Overtime] |
Use case: A match happens in the 4th quarter of the regular game time and has finished. Note: Period with status is available in one place for the whole match state.
9. score
The score section contains information about the latest score of the whole match.
| Indicates how many points has the home team scored in the whole match |
| Indicates how many points has the away team scored in the whole match |
| Indicates whether or not these scores of the teams are confirmed |
Use case: Home team has scored 13 points and away team has scored 20 points in the match so far. These scores are confirmed.
10. homeTeam/awayTeam sections
The homeTeam and awayTeam sections contain list of players who are playing as part of offensive, defensive or special teams in the match.
| Contains the list of offensive players for either home or away team |
| Contains the list of defensive players for either home or away team |
| Contains the list of special players for either home or away team |
Example:
10.1 offensive/defensive/special sub-sections
The offensive/defensive/special arrays contain lineupPlayer object that contains information about the players (lineup) - player id, position he is playing, side and status.
| Indicates an Unique id of the player |
| Indicates the position of the player. Available options: [Unknown, Kicker, Punter, Returner, RunningBack, Fullback, WideReceiver, TightEnd, Tackle, Guard, Quarterback, Center, End, Linebacker, Cornerback, Safety, Holder, LongSnapper, DefensiveBack, OffensiveLineman, DefensiveLineman] For CFL there is also available options: [Kickreturner, Nosetackle, Slotback, Puntreturner] |
| Indicates the side of the player. Available options: [Unknown, Right, Middle, Left] |
| Indicates the status of the player during the game. Available options: |
Use case: 1014100
is part of the home team defensive lineup players. His position is running back and his side is middle. He was part of the starting 11.
11. injuries
The injuries section contains injury objects that contain updates on player injuries during a play, or updates to the player’s injury status given throughout the game.
| Which team the player plays for (home,away) |
| ID for the injury collection |
| Play ID of the play they were injured during. Can be null if this is just an update to the player’s status not tied to a specific play |
| Unique Genius Sports ID for that player |
| Player’s injury status |
| Confirmation of injury update |
| UTC time of injury update |
Use case: A player was injured on the first play of the game, this message will come through to identify the exact player and their status. Later in the game, that same player has returned to the game and an injury update is sent saying they are “returned” to the game.
12. comments
The comments section contains comment objects that contain the text of comment and time when it was entered.
| Comment itself |
| Timestamp indicates when comment was entered |
Use case: There was a TV timeout.
13. currentPossession
The currentPossession section contains information about the team which is in possession and time when it was last updated.
| Indicates which team has the possession currently in the match |
| Timestamp indicates when the possession in the match has changed |
Use case: The possession of the match now belongs to home team.
14. yardsToEndzone
The yardsToEndzone section contains information about how many yards are from team’s endzone and when this information was last updated.
| Indicates how many yards are left for the team to reach opponent’s endzone |
| Indicates the team who is in possession and needs to reach opponents endzone |
| Timestamp indicates when this information has been updated |
| Indicates whether the information is confirmed or not |
Use case: Away team is in possession and has 59 yards left to opponents endzone.
15. risks
The risks section contains a list of risks that are important to consider (significant events) for betting purposes.
| Indicates whether risk of touchdown is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of onside kick is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of fieldgoal is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of 4th down is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of safety is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of challenge is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of penalty is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of video review is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates whether risk of turnover is active or not. Available options: [Unknown, Active, NonActive] |
| Indicates that the play is about to start (teams are lining up to begin the play). Available options: [Unknown, Active, NonActive] |
| Indicates whether any other risk is active or not. Available options: [Unknown, Active, NonActive] |
| Marked active when there is a potential injured player on a play, either on the offense or defense. Available options: [Unknown, Active, NonActive] |
| Indicates when a significant change in field position is expected (and potential score). Could be a deep pass downfield, run in the open field, kick return past the coverage team, etc Available options: [Unknown, Active, NonActive] |
| Marked active in the rare event the NFL in-venue statistician has fallen behind when entering live plays. Available options: [Unknown, Active, NonActive] |
Use case: In this moment of the match there’s an active risk that the Field Goal will be scored.
16. isPlayUnderReview
isPlayUnderReview property describes if the current play is under review.
| Indicates whether the current play is under review or not |
Use case: Current play is under review.
17. nextPlay
Describes precise enough details of what would be the characteristics of the next play, before it is actually created
| Indicates the next play type. Available options: [Kickoff, Snap, Pat] |
| Indicates where the football will be located (line of scrimmage) |
| Indicates the down number for upcoming play |
| Indicates the yards to go in the next play |
| Indicates if information about next play is confirmed or not |
| Team data: [None, Home, Away] |
Use case: Next play potentially will be a Snap play from 41 yard line on away team’s side. It will be the 1st attempt to get through first down line (10 yards).
18. source
The source property describes the source that is providing the feed for Match State. For NFL the following options are available - GeniusPremium, GeniusPremiumReplay,
| Indicates the source of this match state. |
Use case: Current play is under review.
19. fixtureId
The fixtureId property indicates the id of the mapped source fixture to Genius Sports fixture.
| Indicates the mapped Genius Sports fixture id |
Use case: Id of this fixture (match).
20. sequence
The sequence property indicates
| Indicates the sequence number of the feed match events |
Use case: Sequence of the latest feed match event.
21. messageTimestampUtc
The messageTimestampUtc property indicates the exact time of this match state message.
| Timestamp of the latest update to match state |
Use case: Time when match state was last updated.
22. isReliable
The isReliable property is used to note whether the given match state is reliable or not. This property is a result of the reliabilityReasons statuses.
Reliability is used to indicate that some of the information within the message may be inaccurate and it should not be relied on for purposes where message accuracy is critical.
| Indicates whether the current match state is reliable or not |
Use case: Current match state is reliable.
23. isCoverageCancelled
The isCoverageCancelled property is used to note whether the coverage of this match has been cancelled or not.
| Indicates whether the coverage for this particular match has been cancelled or not |
Use case: Coverage for this match has not been cancelled.
24. reliabilityReasons
The reliabilityReasons section contains a list of items considered in order to make an automatic decision whether the match state is reliable or not.
| Short description of heartbeat status |
| Short description of feed reliability status. Some examples:
|
| Short description of the coverage for this match |
Use case: The heartbeat for the current match state has been lost, feed is considered reliable and the coverage is unknown.
Schema definitions