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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSession.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/DateTime.h>
#include <aws/gamelift/model/GameSessionStatus.h>
#include <aws/gamelift/model/GameSessionStatusReason.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/PlayerSessionCreationPolicy.h>
#include <aws/gamelift/model/GameProperty.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Properties describing a game session.</p> <p>A game session in ACTIVE status
* can host players. When a game session ends, its status is set to
* <code>TERMINATED</code>. </p> <p>Once the session ends, the game session object
* is retained for 30 days. This means you can reuse idempotency token values after
* this time. Game session logs are retained for 14 days.</p> <ul> <li> <p>
* <a>CreateGameSession</a> </p> </li> <li> <p> <a>DescribeGameSessions</a> </p>
* </li> <li> <p> <a>DescribeGameSessionDetails</a> </p> </li> <li> <p>
* <a>SearchGameSessions</a> </p> </li> <li> <p> <a>UpdateGameSession</a> </p>
* </li> <li> <p> <a>GetGameSessionLogUrl</a> </p> </li> <li> <p>Game session
* placements</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li>
* <p> <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p>
* <a>StopGameSessionPlacement</a> </p> </li> </ul> </li> </ul><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API GameSession
{
public:
GameSession();
GameSession(Aws::Utils::Json::JsonView jsonValue);
GameSession& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline GameSession& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline GameSession& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the game session. A game session ARN has the
* following format: <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet
* ID&gt;/&lt;custom ID string or idempotency token&gt;</code>.</p>
*/
inline GameSession& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSession& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSession& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline GameSession& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline GameSession& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline GameSession& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet that the game session is running on.</p>
*/
inline GameSession& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); }
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline GameSession& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline GameSession& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
/**
* <p> The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* associated with the GameLift fleet that this game session is running on. </p>
*/
inline GameSession& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline GameSession& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;}
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline GameSession& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;}
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; }
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; }
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); }
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline GameSession& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;}
/**
* <p>Time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline GameSession& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;}
/**
* <p>Number of players currently in the game session.</p>
*/
inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; }
/**
* <p>Number of players currently in the game session.</p>
*/
inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; }
/**
* <p>Number of players currently in the game session.</p>
*/
inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; }
/**
* <p>Number of players currently in the game session.</p>
*/
inline GameSession& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;}
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline GameSession& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline const GameSessionStatus& GetStatus() const{ return m_status; }
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline void SetStatus(const GameSessionStatus& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline void SetStatus(GameSessionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline GameSession& WithStatus(const GameSessionStatus& value) { SetStatus(value); return *this;}
/**
* <p>Current status of the game session. A game session must have an
* <code>ACTIVE</code> status to have player sessions.</p>
*/
inline GameSession& WithStatus(GameSessionStatus&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline const GameSessionStatusReason& GetStatusReason() const{ return m_statusReason; }
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; }
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline void SetStatusReason(const GameSessionStatusReason& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; }
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline void SetStatusReason(GameSessionStatusReason&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); }
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline GameSession& WithStatusReason(const GameSessionStatusReason& value) { SetStatusReason(value); return *this;}
/**
* <p>Provides additional information about game session status.
* <code>INTERRUPTED</code> indicates that the game session was hosted on a spot
* instance that was reclaimed, causing the active game session to be
* terminated.</p>
*/
inline GameSession& WithStatusReason(GameSessionStatusReason&& value) { SetStatusReason(std::move(value)); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline GameSession& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline GameSession& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline GameSession& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>). You can search for active game sessions based on this
* custom data with <a>SearchGameSessions</a>.</p>
*/
inline GameSession& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
/**
* <p>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.</p>
*/
inline const Aws::String& GetIpAddress() const{ return m_ipAddress; }
/**
* <p>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.</p>
*/
inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; }
/**
* <p>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.</p>
*/
inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); }
/**
* <p>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.</p>
*/
inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); }
/**
* <p>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.</p>
*/
inline GameSession& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;}
/**
* <p>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.</p>
*/
inline GameSession& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
inline GameSession& WithIpAddress(const char* value) { SetIpAddress(value); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline const Aws::String& GetDnsName() const{ return m_dnsName; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); }
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSession& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSession& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;}
/**
* <p>DNS identifier assigned to the instance that is running the game session.
* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
* <code>&lt;unique identifier&gt;.&lt;region
* identifier&gt;.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
* fleets: <code>ec2-&lt;unique identifier&gt;.compute.amazonaws.com</code>. (See
* <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
* session that is running on a TLS-enabled fleet, you must use the DNS name, not
* the IP address.</p>
*/
inline GameSession& WithDnsName(const char* value) { SetDnsName(value); return *this;}
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number.</p>
*/
inline int GetPort() const{ return m_port; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number.</p>
*/
inline bool PortHasBeenSet() const { return m_portHasBeenSet; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number.</p>
*/
inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; }
/**
* <p>Port number for the game session. To connect to a Amazon GameLift game
* server, an app needs both the IP address and port number.</p>
*/
inline GameSession& WithPort(int value) { SetPort(value); return *this;}
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; }
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); }
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline GameSession& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;}
/**
* <p>Indicates whether or not the game session is accepting new players.</p>
*/
inline GameSession& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline const Aws::String& GetCreatorId() const{ return m_creatorId; }
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; }
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; }
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); }
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); }
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline GameSession& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;}
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline GameSession& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player. This ID is used to enforce a resource
* protection policy (if one exists), that limits the number of game sessions a
* player can create.</p>
*/
inline GameSession& WithCreatorId(const char* value) { SetCreatorId(value); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSession& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSession& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline GameSession& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;}
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; }
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; }
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; }
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); }
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); }
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline GameSession& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;}
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline GameSession& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;}
/**
* <p>Information about the matchmaking process that was used to create the game
* session. It is in JSON syntax, formatted as a string. In addition the
* matchmaking configuration used, it contains data on all players assigned to the
* match, including player attributes and team assignments. For more details on
* matchmaker data, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">Match
* Data</a>. Matchmaker data is useful when requesting match backfills, and is
* updated whenever new players are added during a successful backfill (see
* <a>StartMatchBackfill</a>). </p>
*/
inline GameSession& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;}
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
Aws::String m_fleetArn;
bool m_fleetArnHasBeenSet;
Aws::Utils::DateTime m_creationTime;
bool m_creationTimeHasBeenSet;
Aws::Utils::DateTime m_terminationTime;
bool m_terminationTimeHasBeenSet;
int m_currentPlayerSessionCount;
bool m_currentPlayerSessionCountHasBeenSet;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet;
GameSessionStatus m_status;
bool m_statusHasBeenSet;
GameSessionStatusReason m_statusReason;
bool m_statusReasonHasBeenSet;
Aws::Vector<GameProperty> m_gameProperties;
bool m_gamePropertiesHasBeenSet;
Aws::String m_ipAddress;
bool m_ipAddressHasBeenSet;
Aws::String m_dnsName;
bool m_dnsNameHasBeenSet;
int m_port;
bool m_portHasBeenSet;
PlayerSessionCreationPolicy m_playerSessionCreationPolicy;
bool m_playerSessionCreationPolicyHasBeenSet;
Aws::String m_creatorId;
bool m_creatorIdHasBeenSet;
Aws::String m_gameSessionData;
bool m_gameSessionDataHasBeenSet;
Aws::String m_matchmakerData;
bool m_matchmakerDataHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws