Table of Contents

Interface ILiveScout

Namespace
Sportradar.LiveData.Sdk.FeedProviders.LiveScout.Interfaces
Assembly
Sportradar.LiveData.Sdk.dll

Live scout client interface.

public interface ILiveScout : ILiveFeeds, IStartable
Inherited Members

Methods

GetMatchList(int, int, bool, int[], int[])

Request a list of available scout matches for a given time frame. By default only matches you have access to will be sent. You can also request all available matches by setting the include_avail. If this is done the reply will also include matches that are open for booking.

void GetMatchList(int hours_back, int hours_fwd, bool include_avail = false, int[] sportIds = null, int[] matchIds = null)

Parameters

hours_back int

Start of time frame

hours_fwd int

End of time frame

include_avail bool

Whether to also include all available matches for booking

sportIds int[]

Filter by sports

matchIds int[]

Filter by match ids ( Not implemented yet on LDS side )

SubscribeTest(long, int?, int?)

Request a full feed for the match, and then update messages will follow in the same pace as they were sent out live.

void SubscribeTest(long match_id, int? message_delay = null, int? start_message = null)

Parameters

match_id long

Match id.

message_delay int?

Specifies how many milliseconds to wait in between sending out each message.

start_message int?

Specifies which message to start replay on (how far into the match). If startmessage is greater than or equal to the number of messages for the match, a full feed for the finished match is sent out, and no more messages will follow after this.

Remarks

This should only be used on the test server.

Events

OnClosed

Signals that the underlaying connection has been closed (disconnect)

event EventHandler<ConnectionChangeEventArgs> OnClosed

Event Type

EventHandler<ConnectionChangeEventArgs>

OnLineups

Player lineups for both teams were received.

event EventHandler<LineupsEventArgs> OnLineups

Event Type

EventHandler<LineupsEventArgs>

Remarks

The event is dispatched immediately after subscribing to a match and every time the lineup changes. XML configuration option "Send lineups for matches where this is available" needs to be activated (currently works just for deep coverage soccer matches).

OnLoginFailed

event EventHandler<LoginFailedEventArgs> OnLoginFailed

Event Type

EventHandler<LoginFailedEventArgs>

OnMatchBookingReply

Reply sent when a client books a match. If match booking failed for some reason (match already bought, match finished etc.), the reply will contain additional explanation.

event EventHandler<MatchBookingReplyEventArgs> OnMatchBookingReply

Event Type

EventHandler<MatchBookingReplyEventArgs>

OnMatchData

Occurs when [on match data].

event EventHandler<MatchDataEventArgs> OnMatchData

Event Type

EventHandler<MatchDataEventArgs>

OnMatchList

Signals that a list of matches in the time frame requested by the client has been received.

event EventHandler<MatchListEventArgs> OnMatchList

Event Type

EventHandler<MatchListEventArgs>

OnMatchListUpdate

Signals that an unsolicited list of matches has been received.

event EventHandler<MatchListEventArgs> OnMatchListUpdate

Event Type

EventHandler<MatchListEventArgs>

OnMatchStop

Reply sent after client unsubscribed from a match. It could also be sent if match subscription failed for any reason (e.g. too many match subscriptions).

event EventHandler<MatchStopEventArgs> OnMatchStop

Event Type

EventHandler<MatchStopEventArgs>

OnMatchUpdate

Signals that a match update message was received. There are three types of match information messages: full match feed, delta match feed and delta update feed (see MatchHeader.TypeOfFeed). All three can contain statistical information as well as individual events (an event being a goal, card, etc.).

When a client application subscribes to a match, it will receive a full match update immediately after (given the subscription was successful). This message will contain all data for the match. Different event types are offered for different sports. Note that new event types will be added in the future.

After a full match update is received, most updates will be sent as delta updates. In these messages only the new data is sent, if a yellow card is given only this event will be sent. In addition summary data will be sent for the event type in question, i.e. the total number of yellow cards for the home/away team for the match.

If an existing event is changed, a delta update is sent for this event. E.g. a yellow card event is entered, and 1 minute later the event is updated by including which player got the card. Client must consider this as an update to an existing event, and not a new event (based on Event Id property).

event EventHandler<MatchUpdateEventArgs> OnMatchUpdate

Event Type

EventHandler<MatchUpdateEventArgs>

OnMatchUpdateDelta

Delta match update event. See OnMatchUpdate for more info.

event EventHandler<MatchUpdateEventArgs> OnMatchUpdateDelta

Event Type

EventHandler<MatchUpdateEventArgs>

OnMatchUpdateDeltaUpdate

Delta update match update event. See OnMatchUpdate for more info.

event EventHandler<MatchUpdateEventArgs> OnMatchUpdateDeltaUpdate

Event Type

EventHandler<MatchUpdateEventArgs>

OnMatchUpdateFull

Full match update event. See OnMatchUpdate for more info.

event EventHandler<MatchUpdateEventArgs> OnMatchUpdateFull

Event Type

EventHandler<MatchUpdateEventArgs>

OnMatchUpdateFullPaginated

Paginated full match update event.

event EventHandler<MatchUpdateEventArgs> OnMatchUpdateFullPaginated

Event Type

EventHandler<MatchUpdateEventArgs>

OnOpened

Signals that the underlaying connection has been opened (connect)

event EventHandler<ConnectionChangeEventArgs> OnOpened

Event Type

EventHandler<ConnectionChangeEventArgs>

OnScoutInfo

Signals some basic information about the match. Sent out when a client subscribes to a match.

event EventHandler<ScoutInfoEventArgs> OnScoutInfo

Event Type

EventHandler<ScoutInfoEventArgs>