This repository has been archived on 2025-09-14. You can view files and clone it, but cannot push or open issues or pull requests.
Files
pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionConnectionInfo.h

369 lines
17 KiB
C++

/**
* 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/memory/stl/AWSVector.h>
#include <aws/gamelift/model/MatchedPlayerSession.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Connection information for the new game session that is created with
* matchmaking. (with <a>StartMatchmaking</a>). Once a match is set, the FlexMatch
* engine places the match and creates a new game session for it. This information,
* including the game session endpoint and player sessions for each player in the
* original matchmaking request, is added to the <a>MatchmakingTicket</a>, which
* can be retrieved by calling <a>DescribeMatchmaking</a>.</p><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API GameSessionConnectionInfo
{
public:
GameSessionConnectionInfo();
GameSessionConnectionInfo(Aws::Utils::Json::JsonView jsonValue);
GameSessionConnectionInfo& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline GameSessionConnectionInfo& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline GameSessionConnectionInfo& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a game session and uniquely identifies it.</p>
*/
inline GameSessionConnectionInfo& WithGameSessionArn(const char* value) { SetGameSessionArn(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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& 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 GameSessionConnectionInfo& WithPort(int value) { SetPort(value); return *this;}
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline const Aws::Vector<MatchedPlayerSession>& GetMatchedPlayerSessions() const{ return m_matchedPlayerSessions; }
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline bool MatchedPlayerSessionsHasBeenSet() const { return m_matchedPlayerSessionsHasBeenSet; }
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline void SetMatchedPlayerSessions(const Aws::Vector<MatchedPlayerSession>& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = value; }
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline void SetMatchedPlayerSessions(Aws::Vector<MatchedPlayerSession>&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = std::move(value); }
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline GameSessionConnectionInfo& WithMatchedPlayerSessions(const Aws::Vector<MatchedPlayerSession>& value) { SetMatchedPlayerSessions(value); return *this;}
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline GameSessionConnectionInfo& WithMatchedPlayerSessions(Aws::Vector<MatchedPlayerSession>&& value) { SetMatchedPlayerSessions(std::move(value)); return *this;}
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline GameSessionConnectionInfo& AddMatchedPlayerSessions(const MatchedPlayerSession& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(value); return *this; }
/**
* <p>A collection of player session IDs, one for each player ID that was included
* in the original matchmaking request. </p>
*/
inline GameSessionConnectionInfo& AddMatchedPlayerSessions(MatchedPlayerSession&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(std::move(value)); return *this; }
private:
Aws::String m_gameSessionArn;
bool m_gameSessionArnHasBeenSet;
Aws::String m_ipAddress;
bool m_ipAddressHasBeenSet;
Aws::String m_dnsName;
bool m_dnsNameHasBeenSet;
int m_port;
bool m_portHasBeenSet;
Aws::Vector<MatchedPlayerSession> m_matchedPlayerSessions;
bool m_matchedPlayerSessionsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws