feat(hos_client_create, hos_client_destory): 多次调用destory不会导致重复释放

This commit is contained in:
彭宣正
2020-12-14 17:24:58 +08:00
parent 505d529c32
commit 10b370e486
55976 changed files with 8544395 additions and 2 deletions

View File

@@ -0,0 +1,753 @@
/**
* 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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.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