754 lines
33 KiB
C
754 lines
33 KiB
C
|
|
/**
|
|||
|
|
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
|
|||
|
|
* SPDX-License-Identifier: Apache-2.0.
|
|||
|
|
*/
|
|||
|
|
|
|||
|
|
#pragma once
|
|||
|
|
#include <aws/gamelift/GameLift_EXPORTS.h>
|
|||
|
|
#include <aws/core/utils/memory/stl/AWSString.h>
|
|||
|
|
#include <aws/core/utils/DateTime.h>
|
|||
|
|
#include <aws/gamelift/model/PlayerSessionStatus.h>
|
|||
|
|
#include <utility>
|
|||
|
|
|
|||
|
|
namespace Aws
|
|||
|
|
{
|
|||
|
|
namespace Utils
|
|||
|
|
{
|
|||
|
|
namespace Json
|
|||
|
|
{
|
|||
|
|
class JsonValue;
|
|||
|
|
class JsonView;
|
|||
|
|
} // namespace Json
|
|||
|
|
} // namespace Utils
|
|||
|
|
namespace GameLift
|
|||
|
|
{
|
|||
|
|
namespace Model
|
|||
|
|
{
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Properties describing a player session. Player session objects are created
|
|||
|
|
* either by creating a player session for a specific game session, or as part of a
|
|||
|
|
* game session placement. A player session represents either a player reservation
|
|||
|
|
* for a game session (status <code>RESERVED</code>) or actual player activity in a
|
|||
|
|
* game session (status <code>ACTIVE</code>). A player session object (including
|
|||
|
|
* player data) is automatically passed to a game session when the player connects
|
|||
|
|
* to the game session and is validated.</p> <p>When a player disconnects, the
|
|||
|
|
* player session status changes to <code>COMPLETED</code>. Once the session ends,
|
|||
|
|
* the player session object is retained for 30 days and then removed.</p> <ul>
|
|||
|
|
* <li> <p> <a>CreatePlayerSession</a> </p> </li> <li> <p>
|
|||
|
|
* <a>CreatePlayerSessions</a> </p> </li> <li> <p> <a>DescribePlayerSessions</a>
|
|||
|
|
* </p> </li> <li> <p>Game session placements</p> <ul> <li> <p>
|
|||
|
|
* <a>StartGameSessionPlacement</a> </p> </li> <li> <p>
|
|||
|
|
* <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
|
|||
|
|
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
|
|||
|
|
* Also:</h3> <a
|
|||
|
|
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession">AWS
|
|||
|
|
* API Reference</a></p>
|
|||
|
|
*/
|
|||
|
|
class AWS_GAMELIFT_API PlayerSession
|
|||
|
|
{
|
|||
|
|
public:
|
|||
|
|
PlayerSession();
|
|||
|
|
PlayerSession(Aws::Utils::Json::JsonView jsonValue);
|
|||
|
|
PlayerSession& operator=(Aws::Utils::Json::JsonView jsonValue);
|
|||
|
|
Aws::Utils::Json::JsonValue Jsonize() const;
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a player that is associated with this player
|
|||
|
|
* session.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session that the player session is connected
|
|||
|
|
* to.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for a fleet that the player's game session is running
|
|||
|
|
* on.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetId(const char* value) { SetFleetId(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p> The Amazon Resource Name (<a
|
|||
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|||
|
|
* associated with the GameLift fleet that the player's game session is running on.
|
|||
|
|
* </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was created. Format is a number
|
|||
|
|
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Time stamp indicating when this data object was terminated. Format is a
|
|||
|
|
* number expressed in Unix time as milliseconds (for example
|
|||
|
|
* "1469498468.057").</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline const PlayerSessionStatus& GetStatus() const{ return m_status; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline void SetStatus(const PlayerSessionStatus& value) { m_statusHasBeenSet = true; m_status = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline void SetStatus(PlayerSessionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithStatus(const PlayerSessionStatus& value) { SetStatus(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Current status of the player session.</p> <p>Possible player session statuses
|
|||
|
|
* include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player session
|
|||
|
|
* request has been received, but the player has not yet connected to the server
|
|||
|
|
* process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The player
|
|||
|
|
* has been validated by the server process and is currently connected.</p> </li>
|
|||
|
|
* <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
|
|||
|
|
* <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
|
|||
|
|
* player did not connect and/or was not validated within the timeout limit (60
|
|||
|
|
* seconds).</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithStatus(PlayerSessionStatus&& value) { SetStatus(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetIpAddress() const{ return m_ipAddress; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>IP address of the instance that is running the game session. When connecting
|
|||
|
|
* to a Amazon GameLift game server, a client needs to reference an IP address (or
|
|||
|
|
* DNS name) and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithIpAddress(const char* value) { SetIpAddress(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetDnsName() const{ return m_dnsName; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>DNS identifier assigned to the instance that is running the game session.
|
|||
|
|
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
|
|||
|
|
* <code><unique identifier>.<region
|
|||
|
|
* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
|
|||
|
|
* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
|
|||
|
|
* <a
|
|||
|
|
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
|
|||
|
|
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
|
|||
|
|
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
|
|||
|
|
* the IP address.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithDnsName(const char* value) { SetDnsName(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Port number for the game session. To connect to a Amazon GameLift server
|
|||
|
|
* process, an app needs both the IP address and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline int GetPort() const{ return m_port; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Port number for the game session. To connect to a Amazon GameLift server
|
|||
|
|
* process, an app needs both the IP address and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool PortHasBeenSet() const { return m_portHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Port number for the game session. To connect to a Amazon GameLift server
|
|||
|
|
* process, an app needs both the IP address and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Port number for the game session. To connect to a Amazon GameLift server
|
|||
|
|
* process, an app needs both the IP address and port number.</p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPort(int value) { SetPort(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetPlayerData() const{ return m_playerData; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Developer-defined information related to a player. Amazon GameLift does not
|
|||
|
|
* use this data, so it can be formatted as needed for use in the game. </p>
|
|||
|
|
*/
|
|||
|
|
inline PlayerSession& WithPlayerData(const char* value) { SetPlayerData(value); return *this;}
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
|
|||
|
|
Aws::String m_playerSessionId;
|
|||
|
|
bool m_playerSessionIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_playerId;
|
|||
|
|
bool m_playerIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_gameSessionId;
|
|||
|
|
bool m_gameSessionIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_fleetId;
|
|||
|
|
bool m_fleetIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_fleetArn;
|
|||
|
|
bool m_fleetArnHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::Utils::DateTime m_creationTime;
|
|||
|
|
bool m_creationTimeHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::Utils::DateTime m_terminationTime;
|
|||
|
|
bool m_terminationTimeHasBeenSet;
|
|||
|
|
|
|||
|
|
PlayerSessionStatus m_status;
|
|||
|
|
bool m_statusHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_ipAddress;
|
|||
|
|
bool m_ipAddressHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_dnsName;
|
|||
|
|
bool m_dnsNameHasBeenSet;
|
|||
|
|
|
|||
|
|
int m_port;
|
|||
|
|
bool m_portHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_playerData;
|
|||
|
|
bool m_playerDataHasBeenSet;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
} // namespace Model
|
|||
|
|
} // namespace GameLift
|
|||
|
|
} // namespace Aws
|