/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline const Aws::String& GetTicketId() const{ return m_ticketId; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline StartMatchBackfillRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;} /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline StartMatchBackfillRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;} /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the match backfill ticket status and retrieve match * results.
*/ inline StartMatchBackfillRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;} /** *Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Name of the matchmaker to use for this request. You can use either the
* configuration name or ARN value. The ARN of the matchmaker that was used with
* the original game session is listed in the GameSession object,
* MatchmakerData property.
Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it. This is the same * as the game session ID.
*/ inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it. This is the same * as the game session ID.
*/ inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it. This is the same * as the game session ID.
*/ 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. This is the same * as the game session ID.
*/ 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. This is the same * as the game session ID.
*/ 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. This is the same * as the game session ID.
*/ inline StartMatchBackfillRequest& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a game session and uniquely identifies it. This is the same * as the game session ID.
*/ inline StartMatchBackfillRequest& 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. This is the same * as the game session ID.
*/ inline StartMatchBackfillRequest& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;} /** *Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.
Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.
PlayerID, PlayerAttributes, Team
* -\\- This information is maintained in the GameSession object,
* MatchmakerData property, for all players who are currently assigned
* to the game session. The matchmaker data is in JSON syntax, formatted as a
* string. For more details, see
* Match Data.
LatencyInMs -\\- If the matchmaker uses * player latency, include a latency value, in milliseconds, for the Region that * the game session is currently in. Do not include latency values for any other * Region.