718 lines
32 KiB
C++
718 lines
32 KiB
C++
/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/GameServerClaimStatus.h>
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#include <aws/gamelift/model/GameServerUtilizationStatus.h>
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#include <aws/core/utils/DateTime.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p> <b>This data type is part of Amazon GameLift FleetIQ with game server
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* groups, which is in preview release and is subject to change.</b> </p>
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* <p>Properties describing a game server resource. </p> <p>A game server resource
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* is created by a successful call to <a>RegisterGameServer</a> and deleted by
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* calling <a>DeregisterGameServer</a>. </p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServer">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API GameServer
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{
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public:
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GameServer();
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GameServer(Aws::Utils::Json::JsonView jsonValue);
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GameServer& operator=(Aws::Utils::Json::JsonView jsonValue);
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Aws::Utils::Json::JsonValue Jsonize() const;
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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/**
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* <p>The name identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; }
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; }
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; }
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); }
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); }
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;}
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;}
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/**
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* <p>The ARN identifier for the game server group where the game server is
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* located.</p>
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*/
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inline GameServer& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(value); return *this;}
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline GameServer& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline GameServer& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
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/**
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* <p>A custom string that uniquely identifies the game server. Game server IDs are
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* developer-defined and are unique across all game server groups in an AWS
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* account.</p>
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*/
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inline GameServer& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline const Aws::String& GetInstanceId() const{ return m_instanceId; }
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; }
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; }
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); }
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); }
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline GameServer& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;}
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline GameServer& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;}
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/**
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* <p>The unique identifier for the instance where the game server is located.</p>
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*/
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inline GameServer& WithInstanceId(const char* value) { SetInstanceId(value); return *this;}
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline const Aws::String& GetConnectionInfo() const{ return m_connectionInfo; }
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline bool ConnectionInfoHasBeenSet() const { return m_connectionInfoHasBeenSet; }
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline void SetConnectionInfo(const Aws::String& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = value; }
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline void SetConnectionInfo(Aws::String&& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = std::move(value); }
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline void SetConnectionInfo(const char* value) { m_connectionInfoHasBeenSet = true; m_connectionInfo.assign(value); }
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline GameServer& WithConnectionInfo(const Aws::String& value) { SetConnectionInfo(value); return *this;}
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline GameServer& WithConnectionInfo(Aws::String&& value) { SetConnectionInfo(std::move(value)); return *this;}
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/**
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* <p>The port and IP address that must be used to establish a client connection to
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* the game server.</p>
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*/
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inline GameServer& WithConnectionInfo(const char* value) { SetConnectionInfo(value); return *this;}
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service in response to requests
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* <a>ListGameServers</a> or <a>ClaimGameServer</a>. This property can be updated
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* using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithGameServerData(const char* value) { SetGameServerData(value); return *this;}
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline const Aws::String& GetCustomSortKey() const{ return m_customSortKey; }
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline bool CustomSortKeyHasBeenSet() const { return m_customSortKeyHasBeenSet; }
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetCustomSortKey(const Aws::String& value) { m_customSortKeyHasBeenSet = true; m_customSortKey = value; }
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetCustomSortKey(Aws::String&& value) { m_customSortKeyHasBeenSet = true; m_customSortKey = std::move(value); }
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline void SetCustomSortKey(const char* value) { m_customSortKeyHasBeenSet = true; m_customSortKey.assign(value); }
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithCustomSortKey(const Aws::String& value) { SetCustomSortKey(value); return *this;}
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithCustomSortKey(Aws::String&& value) { SetCustomSortKey(std::move(value)); return *this;}
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/**
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* <p>A game server tag that can be used to request sorted lists of game servers
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* when calling <a>ListGameServers</a>. Custom sort keys are developer-defined.
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* This property can be updated using <a>UpdateGameServer</a>.</p>
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*/
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inline GameServer& WithCustomSortKey(const char* value) { SetCustomSortKey(value); return *this;}
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/**
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* <p>Indicates when an available game server has been reserved but has not yet
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* started hosting a game. Once it is claimed, game server remains in CLAIMED
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* status for a maximum of one minute. During this time, game clients must connect
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* to the game server and start the game, which triggers the game server to update
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* its utilization status. After one minute, the game server claim status reverts
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* to null.</p>
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*/
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inline const GameServerClaimStatus& GetClaimStatus() const{ return m_claimStatus; }
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/**
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* <p>Indicates when an available game server has been reserved but has not yet
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* started hosting a game. Once it is claimed, game server remains in CLAIMED
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* status for a maximum of one minute. During this time, game clients must connect
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* to the game server and start the game, which triggers the game server to update
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* its utilization status. After one minute, the game server claim status reverts
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* to null.</p>
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*/
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inline bool ClaimStatusHasBeenSet() const { return m_claimStatusHasBeenSet; }
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/**
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* <p>Indicates when an available game server has been reserved but has not yet
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* started hosting a game. Once it is claimed, game server remains in CLAIMED
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* status for a maximum of one minute. During this time, game clients must connect
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* to the game server and start the game, which triggers the game server to update
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* its utilization status. After one minute, the game server claim status reverts
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* to null.</p>
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*/
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inline void SetClaimStatus(const GameServerClaimStatus& value) { m_claimStatusHasBeenSet = true; m_claimStatus = value; }
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/**
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* <p>Indicates when an available game server has been reserved but has not yet
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* started hosting a game. Once it is claimed, game server remains in CLAIMED
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* status for a maximum of one minute. During this time, game clients must connect
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* to the game server and start the game, which triggers the game server to update
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* its utilization status. After one minute, the game server claim status reverts
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* to null.</p>
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*/
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inline void SetClaimStatus(GameServerClaimStatus&& value) { m_claimStatusHasBeenSet = true; m_claimStatus = std::move(value); }
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/**
|
|
* <p>Indicates when an available game server has been reserved but has not yet
|
|
* started hosting a game. Once it is claimed, game server remains in CLAIMED
|
|
* status for a maximum of one minute. During this time, game clients must connect
|
|
* to the game server and start the game, which triggers the game server to update
|
|
* its utilization status. After one minute, the game server claim status reverts
|
|
* to null.</p>
|
|
*/
|
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inline GameServer& WithClaimStatus(const GameServerClaimStatus& value) { SetClaimStatus(value); return *this;}
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/**
|
|
* <p>Indicates when an available game server has been reserved but has not yet
|
|
* started hosting a game. Once it is claimed, game server remains in CLAIMED
|
|
* status for a maximum of one minute. During this time, game clients must connect
|
|
* to the game server and start the game, which triggers the game server to update
|
|
* its utilization status. After one minute, the game server claim status reverts
|
|
* to null.</p>
|
|
*/
|
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inline GameServer& WithClaimStatus(GameServerClaimStatus&& value) { SetClaimStatus(std::move(value)); return *this;}
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/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline const GameServerUtilizationStatus& GetUtilizationStatus() const{ return m_utilizationStatus; }
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/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
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|
|
/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline void SetUtilizationStatus(const GameServerUtilizationStatus& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; }
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|
|
|
/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline void SetUtilizationStatus(GameServerUtilizationStatus&& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = std::move(value); }
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|
|
/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline GameServer& WithUtilizationStatus(const GameServerUtilizationStatus& value) { SetUtilizationStatus(value); return *this;}
|
|
|
|
/**
|
|
* <p>Indicates whether the game server is currently available for new games or is
|
|
* busy. Possible statuses include:</p> <ul> <li> <p>AVAILABLE - The game server is
|
|
* available to be claimed. A game server that has been claimed remains in this
|
|
* status until it reports game hosting activity. </p> </li> <li> <p>IN_USE - The
|
|
* game server is currently hosting a game session with players. </p> </li> </ul>
|
|
*/
|
|
inline GameServer& WithUtilizationStatus(GameServerUtilizationStatus&& value) { SetUtilizationStatus(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline const Aws::Utils::DateTime& GetRegistrationTime() const{ return m_registrationTime; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline bool RegistrationTimeHasBeenSet() const { return m_registrationTimeHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline void SetRegistrationTime(const Aws::Utils::DateTime& value) { m_registrationTimeHasBeenSet = true; m_registrationTime = value; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline void SetRegistrationTime(Aws::Utils::DateTime&& value) { m_registrationTimeHasBeenSet = true; m_registrationTime = std::move(value); }
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline GameServer& WithRegistrationTime(const Aws::Utils::DateTime& value) { SetRegistrationTime(value); return *this;}
|
|
|
|
/**
|
|
* <p>Time stamp indicating when the game server resource was created with a
|
|
* <a>RegisterGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057").</p>
|
|
*/
|
|
inline GameServer& WithRegistrationTime(Aws::Utils::DateTime&& value) { SetRegistrationTime(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline const Aws::Utils::DateTime& GetLastClaimTime() const{ return m_lastClaimTime; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline bool LastClaimTimeHasBeenSet() const { return m_lastClaimTimeHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline void SetLastClaimTime(const Aws::Utils::DateTime& value) { m_lastClaimTimeHasBeenSet = true; m_lastClaimTime = value; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline void SetLastClaimTime(Aws::Utils::DateTime&& value) { m_lastClaimTimeHasBeenSet = true; m_lastClaimTime = std::move(value); }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline GameServer& WithLastClaimTime(const Aws::Utils::DateTime& value) { SetLastClaimTime(value); return *this;}
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was claimed with a
|
|
* <a>ClaimGameServer</a> request. Format is a number expressed in Unix time as
|
|
* milliseconds (for example "1469498468.057"). This value is used to calculate
|
|
* when the game server's claim status.</p>
|
|
*/
|
|
inline GameServer& WithLastClaimTime(Aws::Utils::DateTime&& value) { SetLastClaimTime(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline const Aws::Utils::DateTime& GetLastHealthCheckTime() const{ return m_lastHealthCheckTime; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline bool LastHealthCheckTimeHasBeenSet() const { return m_lastHealthCheckTimeHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline void SetLastHealthCheckTime(const Aws::Utils::DateTime& value) { m_lastHealthCheckTimeHasBeenSet = true; m_lastHealthCheckTime = value; }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline void SetLastHealthCheckTime(Aws::Utils::DateTime&& value) { m_lastHealthCheckTimeHasBeenSet = true; m_lastHealthCheckTime = std::move(value); }
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline GameServer& WithLastHealthCheckTime(const Aws::Utils::DateTime& value) { SetLastHealthCheckTime(value); return *this;}
|
|
|
|
/**
|
|
* <p>Time stamp indicating the last time the game server was updated with health
|
|
* status using an <a>UpdateGameServer</a> request. Format is a number expressed in
|
|
* Unix time as milliseconds (for example "1469498468.057"). After game server
|
|
* registration, this property is only changed when a game server update specifies
|
|
* a health check value.</p>
|
|
*/
|
|
inline GameServer& WithLastHealthCheckTime(Aws::Utils::DateTime&& value) { SetLastHealthCheckTime(std::move(value)); return *this;}
|
|
|
|
private:
|
|
|
|
Aws::String m_gameServerGroupName;
|
|
bool m_gameServerGroupNameHasBeenSet;
|
|
|
|
Aws::String m_gameServerGroupArn;
|
|
bool m_gameServerGroupArnHasBeenSet;
|
|
|
|
Aws::String m_gameServerId;
|
|
bool m_gameServerIdHasBeenSet;
|
|
|
|
Aws::String m_instanceId;
|
|
bool m_instanceIdHasBeenSet;
|
|
|
|
Aws::String m_connectionInfo;
|
|
bool m_connectionInfoHasBeenSet;
|
|
|
|
Aws::String m_gameServerData;
|
|
bool m_gameServerDataHasBeenSet;
|
|
|
|
Aws::String m_customSortKey;
|
|
bool m_customSortKeyHasBeenSet;
|
|
|
|
GameServerClaimStatus m_claimStatus;
|
|
bool m_claimStatusHasBeenSet;
|
|
|
|
GameServerUtilizationStatus m_utilizationStatus;
|
|
bool m_utilizationStatusHasBeenSet;
|
|
|
|
Aws::Utils::DateTime m_registrationTime;
|
|
bool m_registrationTimeHasBeenSet;
|
|
|
|
Aws::Utils::DateTime m_lastClaimTime;
|
|
bool m_lastClaimTimeHasBeenSet;
|
|
|
|
Aws::Utils::DateTime m_lastHealthCheckTime;
|
|
bool m_lastHealthCheckTimeHasBeenSet;
|
|
};
|
|
|
|
} // namespace Model
|
|
} // namespace GameLift
|
|
} // namespace Aws
|