This repository has been archived on 2025-09-14.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/MatchmakingTicket.h

720 lines
35 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/gamelift/model/MatchmakingConfigurationStatus.h>
#include <aws/core/utils/DateTime.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/GameSessionConnectionInfo.h>
#include <aws/gamelift/model/Player.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Ticket generated to track the progress of a matchmaking request. Each ticket
* is uniquely identified by a ticket ID, supplied by the requester, when creating
* a matchmaking request with <a>StartMatchmaking</a>. Tickets can be retrieved by
* calling <a>DescribeMatchmaking</a> with the ticket ID.</p><p><h3>See Also:</h3>
* <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API MatchmakingTicket
{
public:
MatchmakingTicket();
MatchmakingTicket(Aws::Utils::Json::JsonView jsonValue);
MatchmakingTicket& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline const Aws::String& GetTicketId() const{ return m_ticketId; }
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline MatchmakingTicket& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline MatchmakingTicket& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket.</p>
*/
inline MatchmakingTicket& WithTicketId(const char* value) { SetTicketId(value); return *this;}
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline MatchmakingTicket& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline MatchmakingTicket& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
/**
* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
* Matchmaking configurations determine how players are grouped into a match and
* how a new game session is created for the match.</p>
*/
inline MatchmakingTicket& WithConfigurationName(const char* value) { SetConfigurationName(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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline const Aws::String& GetConfigurationArn() const{ return m_configurationArn; }
/**
* <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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline bool ConfigurationArnHasBeenSet() const { return m_configurationArnHasBeenSet; }
/**
* <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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline void SetConfigurationArn(const Aws::String& value) { m_configurationArnHasBeenSet = true; m_configurationArn = 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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline void SetConfigurationArn(Aws::String&& value) { m_configurationArnHasBeenSet = true; m_configurationArn = 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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline void SetConfigurationArn(const char* value) { m_configurationArnHasBeenSet = true; m_configurationArn.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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline MatchmakingTicket& WithConfigurationArn(const Aws::String& value) { SetConfigurationArn(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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline MatchmakingTicket& WithConfigurationArn(Aws::String&& value) { SetConfigurationArn(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 matchmaking configuration resource that is used
* with this ticket.</p>
*/
inline MatchmakingTicket& WithConfigurationArn(const char* value) { SetConfigurationArn(value); return *this;}
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline const MatchmakingConfigurationStatus& GetStatus() const{ return m_status; }
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline void SetStatus(const MatchmakingConfigurationStatus& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline void SetStatus(MatchmakingConfigurationStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline MatchmakingTicket& WithStatus(const MatchmakingConfigurationStatus& value) { SetStatus(value); return *this;}
/**
* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
* The matchmaking request has been received and is currently waiting to be
* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
* match has been proposed and the players must accept the match (see
* <a>AcceptMatch</a>). This status is used only with requests that use a
* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
* process of placing a new game session for the match.</p> </li> <li> <p>
* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
* host the players. A ticket in this state contains the necessary connection
* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
* matchmaking request was canceled. This may be the result of a call to
* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
* successful within the duration specified in the matchmaking configuration. </p>
* </li> </ul> <p>Matchmaking requests that fail to successfully complete
* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
* new ticket IDs.</p>
*/
inline MatchmakingTicket& WithStatus(MatchmakingConfigurationStatus&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline const Aws::String& GetStatusReason() const{ return m_statusReason; }
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; }
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline void SetStatusReason(const Aws::String& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; }
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline void SetStatusReason(Aws::String&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); }
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline void SetStatusReason(const char* value) { m_statusReasonHasBeenSet = true; m_statusReason.assign(value); }
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline MatchmakingTicket& WithStatusReason(const Aws::String& value) { SetStatusReason(value); return *this;}
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline MatchmakingTicket& WithStatusReason(Aws::String&& value) { SetStatusReason(std::move(value)); return *this;}
/**
* <p>Code to explain the current status. For example, a status reason may indicate
* when a ticket has returned to <code>SEARCHING</code> status after a proposed
* match fails to receive player acceptances.</p>
*/
inline MatchmakingTicket& WithStatusReason(const char* value) { SetStatusReason(value); return *this;}
/**
* <p>Additional information about the current status.</p>
*/
inline const Aws::String& GetStatusMessage() const{ return m_statusMessage; }
/**
* <p>Additional information about the current status.</p>
*/
inline bool StatusMessageHasBeenSet() const { return m_statusMessageHasBeenSet; }
/**
* <p>Additional information about the current status.</p>
*/
inline void SetStatusMessage(const Aws::String& value) { m_statusMessageHasBeenSet = true; m_statusMessage = value; }
/**
* <p>Additional information about the current status.</p>
*/
inline void SetStatusMessage(Aws::String&& value) { m_statusMessageHasBeenSet = true; m_statusMessage = std::move(value); }
/**
* <p>Additional information about the current status.</p>
*/
inline void SetStatusMessage(const char* value) { m_statusMessageHasBeenSet = true; m_statusMessage.assign(value); }
/**
* <p>Additional information about the current status.</p>
*/
inline MatchmakingTicket& WithStatusMessage(const Aws::String& value) { SetStatusMessage(value); return *this;}
/**
* <p>Additional information about the current status.</p>
*/
inline MatchmakingTicket& WithStatusMessage(Aws::String&& value) { SetStatusMessage(std::move(value)); return *this;}
/**
* <p>Additional information about the current status.</p>
*/
inline MatchmakingTicket& WithStatusMessage(const char* value) { SetStatusMessage(value); return *this;}
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetStartTime() const{ return m_startTime; }
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline bool StartTimeHasBeenSet() const { return m_startTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetStartTime(const Aws::Utils::DateTime& value) { m_startTimeHasBeenSet = true; m_startTime = value; }
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline void SetStartTime(Aws::Utils::DateTime&& value) { m_startTimeHasBeenSet = true; m_startTime = std::move(value); }
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline MatchmakingTicket& WithStartTime(const Aws::Utils::DateTime& value) { SetStartTime(value); return *this;}
/**
* <p>Time stamp indicating when this matchmaking request was received. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057").</p>
*/
inline MatchmakingTicket& WithStartTime(Aws::Utils::DateTime&& value) { SetStartTime(std::move(value)); return *this;}
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetEndTime() const{ return m_endTime; }
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline bool EndTimeHasBeenSet() const { return m_endTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetEndTime(const Aws::Utils::DateTime& value) { m_endTimeHasBeenSet = true; m_endTime = value; }
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetEndTime(Aws::Utils::DateTime&& value) { m_endTimeHasBeenSet = true; m_endTime = std::move(value); }
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline MatchmakingTicket& WithEndTime(const Aws::Utils::DateTime& value) { SetEndTime(value); return *this;}
/**
* <p>Time stamp indicating when this matchmaking request stopped being processed
* due to success, failure, or cancellation. Format is a number expressed in Unix
* time as milliseconds (for example "1469498468.057").</p>
*/
inline MatchmakingTicket& WithEndTime(Aws::Utils::DateTime&& value) { SetEndTime(std::move(value)); return *this;}
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline const Aws::Vector<Player>& GetPlayers() const{ return m_players; }
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; }
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline void SetPlayers(const Aws::Vector<Player>& value) { m_playersHasBeenSet = true; m_players = value; }
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline void SetPlayers(Aws::Vector<Player>&& value) { m_playersHasBeenSet = true; m_players = std::move(value); }
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline MatchmakingTicket& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline MatchmakingTicket& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline MatchmakingTicket& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
/**
* <p>A set of <code>Player</code> objects, each representing a player to find
* matches for. Players are identified by a unique player ID and may include
* latency data for use during matchmaking. If the ticket is in status
* <code>COMPLETED</code>, the <code>Player</code> objects include the team the
* players were assigned to in the resulting match.</p>
*/
inline MatchmakingTicket& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; }
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline const GameSessionConnectionInfo& GetGameSessionConnectionInfo() const{ return m_gameSessionConnectionInfo; }
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline bool GameSessionConnectionInfoHasBeenSet() const { return m_gameSessionConnectionInfoHasBeenSet; }
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline void SetGameSessionConnectionInfo(const GameSessionConnectionInfo& value) { m_gameSessionConnectionInfoHasBeenSet = true; m_gameSessionConnectionInfo = value; }
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline void SetGameSessionConnectionInfo(GameSessionConnectionInfo&& value) { m_gameSessionConnectionInfoHasBeenSet = true; m_gameSessionConnectionInfo = std::move(value); }
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline MatchmakingTicket& WithGameSessionConnectionInfo(const GameSessionConnectionInfo& value) { SetGameSessionConnectionInfo(value); return *this;}
/**
* <p>Identifier and connection information of the game session created for the
* match. This information is added to the ticket only after the matchmaking
* request has been successfully completed.</p>
*/
inline MatchmakingTicket& WithGameSessionConnectionInfo(GameSessionConnectionInfo&& value) { SetGameSessionConnectionInfo(std::move(value)); return *this;}
/**
* <p>Average amount of time (in seconds) that players are currently waiting for a
* match. If there is not enough recent data, this property may be empty.</p>
*/
inline int GetEstimatedWaitTime() const{ return m_estimatedWaitTime; }
/**
* <p>Average amount of time (in seconds) that players are currently waiting for a
* match. If there is not enough recent data, this property may be empty.</p>
*/
inline bool EstimatedWaitTimeHasBeenSet() const { return m_estimatedWaitTimeHasBeenSet; }
/**
* <p>Average amount of time (in seconds) that players are currently waiting for a
* match. If there is not enough recent data, this property may be empty.</p>
*/
inline void SetEstimatedWaitTime(int value) { m_estimatedWaitTimeHasBeenSet = true; m_estimatedWaitTime = value; }
/**
* <p>Average amount of time (in seconds) that players are currently waiting for a
* match. If there is not enough recent data, this property may be empty.</p>
*/
inline MatchmakingTicket& WithEstimatedWaitTime(int value) { SetEstimatedWaitTime(value); return *this;}
private:
Aws::String m_ticketId;
bool m_ticketIdHasBeenSet;
Aws::String m_configurationName;
bool m_configurationNameHasBeenSet;
Aws::String m_configurationArn;
bool m_configurationArnHasBeenSet;
MatchmakingConfigurationStatus m_status;
bool m_statusHasBeenSet;
Aws::String m_statusReason;
bool m_statusReasonHasBeenSet;
Aws::String m_statusMessage;
bool m_statusMessageHasBeenSet;
Aws::Utils::DateTime m_startTime;
bool m_startTimeHasBeenSet;
Aws::Utils::DateTime m_endTime;
bool m_endTimeHasBeenSet;
Aws::Vector<Player> m_players;
bool m_playersHasBeenSet;
GameSessionConnectionInfo m_gameSessionConnectionInfo;
bool m_gameSessionConnectionInfoHasBeenSet;
int m_estimatedWaitTime;
bool m_estimatedWaitTimeHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws