/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Properties describing a game session.

A game session in ACTIVE status * can host players. When a game session ends, its status is set to * TERMINATED.

Once the session ends, the game session object * is retained for 30 days. This means you can reuse idempotency token values after * this time. Game session logs are retained for 14 days.

See * Also:

AWS * API Reference

*/ class AWS_GAMELIFT_API GameSession { public: GameSession(); GameSession(Aws::Utils::Json::JsonView jsonValue); GameSession& operator=(Aws::Utils::Json::JsonView jsonValue); Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline GameSession& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline GameSession& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *

A unique identifier for the game session. A game session ARN has the * following format: arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token>.

*/ inline GameSession& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline GameSession& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline GameSession& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline GameSession& WithName(const char* value) { SetName(value); return *this;} /** *

A unique identifier for a fleet that the game session is running on.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for a fleet that the game session is running on.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for a fleet that the game session is running on.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for a fleet that the game session is running on.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for a fleet that the game session is running on.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for a fleet that the game session is running on.

*/ inline GameSession& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for a fleet that the game session is running on.

*/ inline GameSession& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for a fleet that the game session is running on.

*/ inline GameSession& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline GameSession& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline GameSession& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift fleet that this game session is running on.

*/ inline GameSession& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline GameSession& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline GameSession& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline GameSession& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;} /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline GameSession& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;} /** *

Number of players currently in the game session.

*/ inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; } /** *

Number of players currently in the game session.

*/ inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; } /** *

Number of players currently in the game session.

*/ inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; } /** *

Number of players currently in the game session.

*/ inline GameSession& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;} /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline GameSession& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline const GameSessionStatus& GetStatus() const{ return m_status; } /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline void SetStatus(const GameSessionStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline void SetStatus(GameSessionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline GameSession& WithStatus(const GameSessionStatus& value) { SetStatus(value); return *this;} /** *

Current status of the game session. A game session must have an * ACTIVE status to have player sessions.

*/ inline GameSession& WithStatus(GameSessionStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline const GameSessionStatusReason& GetStatusReason() const{ return m_statusReason; } /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; } /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline void SetStatusReason(const GameSessionStatusReason& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; } /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline void SetStatusReason(GameSessionStatusReason&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); } /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline GameSession& WithStatusReason(const GameSessionStatusReason& value) { SetStatusReason(value); return *this;} /** *

Provides additional information about game session status. * INTERRUPTED indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.

*/ inline GameSession& WithStatusReason(GameSessionStatusReason&& value) { SetStatusReason(std::move(value)); return *this;} /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline const Aws::Vector& GetGameProperties() const{ return m_gameProperties; } /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline void SetGameProperties(const Aws::Vector& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; } /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline void SetGameProperties(Aws::Vector&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); } /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline GameSession& WithGameProperties(const Aws::Vector& value) { SetGameProperties(value); return *this;} /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline GameSession& WithGameProperties(Aws::Vector&& value) { SetGameProperties(std::move(value)); return *this;} /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline GameSession& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } /** *

Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session). You can search for active game sessions based on this * custom data with SearchGameSessions.

*/ inline GameSession& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } /** *

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.

*/ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } /** *

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.

*/ inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } /** *

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.

*/ inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } /** *

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.

*/ inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } /** *

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.

*/ inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } /** *

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.

*/ inline GameSession& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} /** *

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.

*/ inline GameSession& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} /** *

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.

*/ inline GameSession& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline const Aws::String& GetDnsName() const{ return m_dnsName; } /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSession& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSession& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} /** *

DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSession& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** *

Port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.

*/ inline int GetPort() const{ return m_port; } /** *

Port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.

*/ inline bool PortHasBeenSet() const { return m_portHasBeenSet; } /** *

Port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.

*/ inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } /** *

Port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.

*/ inline GameSession& WithPort(int value) { SetPort(value); return *this;} /** *

Indicates whether or not the game session is accepting new players.

*/ inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; } /** *

Indicates whether or not the game session is accepting new players.

*/ inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; } /** *

Indicates whether or not the game session is accepting new players.

*/ inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; } /** *

Indicates whether or not the game session is accepting new players.

*/ inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); } /** *

Indicates whether or not the game session is accepting new players.

*/ inline GameSession& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;} /** *

Indicates whether or not the game session is accepting new players.

*/ inline GameSession& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;} /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline const Aws::String& GetCreatorId() const{ return m_creatorId; } /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; } /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; } /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); } /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); } /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline GameSession& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;} /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline GameSession& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;} /** *

A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.

*/ inline GameSession& WithCreatorId(const char* value) { SetCreatorId(value); return *this;} /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; } /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline GameSession& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline GameSession& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} /** *

Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).

*/ inline GameSession& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; } /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; } /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; } /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); } /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); } /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline GameSession& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;} /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline GameSession& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;} /** *

Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see Match * Data. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see * StartMatchBackfill).

*/ inline GameSession& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;} private: Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet; Aws::String m_name; bool m_nameHasBeenSet; 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; int m_currentPlayerSessionCount; bool m_currentPlayerSessionCountHasBeenSet; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet; GameSessionStatus m_status; bool m_statusHasBeenSet; GameSessionStatusReason m_statusReason; bool m_statusReasonHasBeenSet; Aws::Vector m_gameProperties; bool m_gamePropertiesHasBeenSet; Aws::String m_ipAddress; bool m_ipAddressHasBeenSet; Aws::String m_dnsName; bool m_dnsNameHasBeenSet; int m_port; bool m_portHasBeenSet; PlayerSessionCreationPolicy m_playerSessionCreationPolicy; bool m_playerSessionCreationPolicyHasBeenSet; Aws::String m_creatorId; bool m_creatorIdHasBeenSet; Aws::String m_gameSessionData; bool m_gameSessionDataHasBeenSet; Aws::String m_matchmakerData; bool m_matchmakerDataHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws