/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Object that describes a StartGameSessionPlacement request. This object
* includes the full details of the original request plus the current status and
* start/end time stamps. Game session placement-related operations
* include:See Also:
AWS
* API Reference
A unique identifier for a game session placement.
*/ inline const Aws::String& GetPlacementId() const{ return m_placementId; } /** *A unique identifier for a game session placement.
*/ inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; } /** *A unique identifier for a game session placement.
*/ inline void SetPlacementId(const Aws::String& value) { m_placementIdHasBeenSet = true; m_placementId = value; } /** *A unique identifier for a game session placement.
*/ inline void SetPlacementId(Aws::String&& value) { m_placementIdHasBeenSet = true; m_placementId = std::move(value); } /** *A unique identifier for a game session placement.
*/ inline void SetPlacementId(const char* value) { m_placementIdHasBeenSet = true; m_placementId.assign(value); } /** *A unique identifier for a game session placement.
*/ inline GameSessionPlacement& WithPlacementId(const Aws::String& value) { SetPlacementId(value); return *this;} /** *A unique identifier for a game session placement.
*/ inline GameSessionPlacement& WithPlacementId(Aws::String&& value) { SetPlacementId(std::move(value)); return *this;} /** *A unique identifier for a game session placement.
*/ inline GameSessionPlacement& WithPlacementId(const char* value) { SetPlacementId(value); return *this;} /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline const Aws::String& GetGameSessionQueueName() const{ return m_gameSessionQueueName; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetGameSessionQueueName(const Aws::String& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = value; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetGameSessionQueueName(Aws::String&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::move(value); } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetGameSessionQueueName(const char* value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName.assign(value); } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionPlacement& WithGameSessionQueueName(const Aws::String& value) { SetGameSessionQueueName(value); return *this;} /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionPlacement& WithGameSessionQueueName(Aws::String&& value) { SetGameSessionQueueName(std::move(value)); return *this;} /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionPlacement& WithGameSessionQueueName(const char* value) { SetGameSessionQueueName(value); return *this;} /** *Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
Current status of the game session placement request.
* PENDING -- The placement request is currently in the queue waiting to be * processed.
FULFILLED -- A new game session and player * sessions (if requested) have been successfully created. Values for * GameSessionArn and GameSessionRegion are available.
CANCELLED -- The placement request was canceled with a call to * StopGameSessionPlacement.
TIMED_OUT -- A new * game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed.
FAILED -- * GameLift is not able to complete the process of placing the game session. Common * reasons are the game session terminated before the placement process was * completed, or an unexpected internal error.
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).
*/ inline const Aws::VectorSet 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).
*/ 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).
*/ inline void SetGameProperties(const Aws::VectorSet 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).
*/ inline void SetGameProperties(Aws::VectorSet 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).
*/ inline GameSessionPlacement& WithGameProperties(const Aws::VectorSet 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).
*/ inline GameSessionPlacement& WithGameProperties(Aws::VectorSet 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).
*/ inline GameSessionPlacement& 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).
*/ inline GameSessionPlacement& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(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 GameSessionPlacement& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(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& GetGameSessionName() const{ return m_gameSessionName; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(const Aws::String& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = value; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(Aws::String&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::move(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(const char* value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName.assign(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline GameSessionPlacement& WithGameSessionName(const Aws::String& value) { SetGameSessionName(value); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline GameSessionPlacement& WithGameSessionName(Aws::String&& value) { SetGameSessionName(std::move(value)); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline GameSessionPlacement& WithGameSessionName(const char* value) { SetGameSessionName(value); return *this;} /** *A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
A unique identifier for the game session. This value is set once the new game
* session is placed (placement status is FULFILLED).
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Identifier for the game session created by this placement request. This value
* is set once the new game session is placed (placement status is
* FULFILLED). This identifier is unique across all Regions. You can
* use this value as a GameSessionId value as needed.
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Name of the Region where the game session created by this placement request
* is running. This value is set once the new game session is placed (placement
* status is FULFILLED).
Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; } /** *Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline void SetPlayerLatencies(const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline void SetPlayerLatencies(Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline GameSessionPlacement& WithPlayerLatencies(const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline GameSessionPlacement& WithPlayerLatencies(Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline GameSessionPlacement& AddPlayerLatencies(const PlayerLatency& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(value); return *this; } /** *Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions.
*/ inline GameSessionPlacement& AddPlayerLatencies(PlayerLatency&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(std::move(value)); return *this; } /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline const Aws::Utils::DateTime& GetStartTime() const{ return m_startTime; } /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline bool StartTimeHasBeenSet() const { return m_startTimeHasBeenSet; } /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline void SetStartTime(const Aws::Utils::DateTime& value) { m_startTimeHasBeenSet = true; m_startTime = value; } /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline void SetStartTime(Aws::Utils::DateTime&& value) { m_startTimeHasBeenSet = true; m_startTime = std::move(value); } /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline GameSessionPlacement& WithStartTime(const Aws::Utils::DateTime& value) { SetStartTime(value); return *this;} /** *Time stamp indicating when this request was placed in the queue. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").
*/ inline GameSessionPlacement& WithStartTime(Aws::Utils::DateTime&& value) { SetStartTime(std::move(value)); return *this;} /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline const Aws::Utils::DateTime& GetEndTime() const{ return m_endTime; } /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline bool EndTimeHasBeenSet() const { return m_endTimeHasBeenSet; } /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline void SetEndTime(const Aws::Utils::DateTime& value) { m_endTimeHasBeenSet = true; m_endTime = value; } /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline void SetEndTime(Aws::Utils::DateTime&& value) { m_endTimeHasBeenSet = true; m_endTime = std::move(value); } /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline GameSessionPlacement& WithEndTime(const Aws::Utils::DateTime& value) { SetEndTime(value); return *this;} /** *Time stamp indicating when this request was completed, canceled, or timed * out.
*/ inline GameSessionPlacement& WithEndTime(Aws::Utils::DateTime&& value) { SetEndTime(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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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. This value is set once the new game session is placed
* (placement status is FULFILLED).
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 GameSessionPlacement& 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 GameSessionPlacement& 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 GameSessionPlacement& 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. This value is set once
* the new game session is placed (placement status is FULFILLED).
Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is FULFILLED).
Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is FULFILLED).
Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number. This value is set once
* the new game session is placed (placement status is FULFILLED).
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
A collection of information on player sessions created in response to the
* game session placement request. These player sessions are created only once a
* new game session is successfully placed (placement status is
* FULFILLED). This information includes the player ID (as provided in
* the placement request) and the corresponding player session ID. Retrieve full
* player sessions by calling DescribePlayerSessions with the player session
* ID.
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 GameSessionPlacement& 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 GameSessionPlacement& 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 GameSessionPlacement& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; } /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; } /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; } /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); } /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); } /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline GameSessionPlacement& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;} /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline GameSessionPlacement& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;} /** *Information on the matchmaking process for this game. Data is in JSON syntax, * formatted as a string. It identifies the matchmaking configuration used to * create the match, and contains data on all players assigned to the match, * including player attributes and team assignments. For more details on matchmaker * data, see Match * Data.
*/ inline GameSessionPlacement& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;} private: Aws::String m_placementId; bool m_placementIdHasBeenSet; Aws::String m_gameSessionQueueName; bool m_gameSessionQueueNameHasBeenSet; GameSessionPlacementState m_status; bool m_statusHasBeenSet; Aws::Vector