/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Connection information for the new game session that is created with
* matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch
* engine places the match and creates a new game session for it. This information,
* including the game session endpoint and player sessions for each player in the
* original matchmaking request, is added to the MatchmakingTicket, which
* can be retrieved by calling DescribeMatchmaking.See Also:
* AWS
* API Reference
Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline GameSessionConnectionInfo& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline GameSessionConnectionInfo& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it.
*/ inline GameSessionConnectionInfo& WithGameSessionArn(const char* value) { SetGameSessionArn(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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& WithPort(int value) { SetPort(value); return *this;} /** *A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline const Aws::VectorA collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline bool MatchedPlayerSessionsHasBeenSet() const { return m_matchedPlayerSessionsHasBeenSet; } /** *A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline void SetMatchedPlayerSessions(const Aws::VectorA collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline void SetMatchedPlayerSessions(Aws::VectorA collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline GameSessionConnectionInfo& WithMatchedPlayerSessions(const Aws::VectorA collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline GameSessionConnectionInfo& WithMatchedPlayerSessions(Aws::VectorA collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline GameSessionConnectionInfo& AddMatchedPlayerSessions(const MatchedPlayerSession& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(value); return *this; } /** *A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline GameSessionConnectionInfo& AddMatchedPlayerSessions(MatchedPlayerSession&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(std::move(value)); return *this; } private: Aws::String m_gameSessionArn; bool m_gameSessionArnHasBeenSet; Aws::String m_ipAddress; bool m_ipAddressHasBeenSet; Aws::String m_dnsName; bool m_dnsNameHasBeenSet; int m_port; bool m_portHasBeenSet; Aws::Vector