720 lines
35 KiB
C++
720 lines
35 KiB
C++
/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/MatchmakingConfigurationStatus.h>
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#include <aws/core/utils/DateTime.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/GameSessionConnectionInfo.h>
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#include <aws/gamelift/model/Player.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Ticket generated to track the progress of a matchmaking request. Each ticket
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* is uniquely identified by a ticket ID, supplied by the requester, when creating
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* a matchmaking request with <a>StartMatchmaking</a>. Tickets can be retrieved by
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* calling <a>DescribeMatchmaking</a> with the ticket ID.</p><p><h3>See Also:</h3>
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* <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API MatchmakingTicket
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{
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public:
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MatchmakingTicket();
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MatchmakingTicket(Aws::Utils::Json::JsonView jsonValue);
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MatchmakingTicket& operator=(Aws::Utils::Json::JsonView jsonValue);
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Aws::Utils::Json::JsonValue Jsonize() const;
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline const Aws::String& GetTicketId() const{ return m_ticketId; }
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline MatchmakingTicket& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline MatchmakingTicket& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a matchmaking ticket.</p>
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*/
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inline MatchmakingTicket& WithTicketId(const char* value) { SetTicketId(value); return *this;}
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline MatchmakingTicket& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline MatchmakingTicket& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
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/**
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* <p>Name of the <a>MatchmakingConfiguration</a> that is used with this ticket.
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* Matchmaking configurations determine how players are grouped into a match and
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* how a new game session is created for the match.</p>
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*/
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inline MatchmakingTicket& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline const Aws::String& GetConfigurationArn() const{ return m_configurationArn; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline bool ConfigurationArnHasBeenSet() const { return m_configurationArnHasBeenSet; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline void SetConfigurationArn(const Aws::String& value) { m_configurationArnHasBeenSet = true; m_configurationArn = value; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline void SetConfigurationArn(Aws::String&& value) { m_configurationArnHasBeenSet = true; m_configurationArn = std::move(value); }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline void SetConfigurationArn(const char* value) { m_configurationArnHasBeenSet = true; m_configurationArn.assign(value); }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline MatchmakingTicket& WithConfigurationArn(const Aws::String& value) { SetConfigurationArn(value); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline MatchmakingTicket& WithConfigurationArn(Aws::String&& value) { SetConfigurationArn(std::move(value)); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* associated with the GameLift matchmaking configuration resource that is used
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* with this ticket.</p>
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*/
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inline MatchmakingTicket& WithConfigurationArn(const char* value) { SetConfigurationArn(value); return *this;}
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline const MatchmakingConfigurationStatus& GetStatus() const{ return m_status; }
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline void SetStatus(const MatchmakingConfigurationStatus& value) { m_statusHasBeenSet = true; m_status = value; }
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline void SetStatus(MatchmakingConfigurationStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline MatchmakingTicket& WithStatus(const MatchmakingConfigurationStatus& value) { SetStatus(value); return *this;}
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/**
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* <p>Current status of the matchmaking request.</p> <ul> <li> <p> <b>QUEUED</b> --
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* The matchmaking request has been received and is currently waiting to be
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* processed.</p> </li> <li> <p> <b>SEARCHING</b> -- The matchmaking request is
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* currently being processed. </p> </li> <li> <p> <b>REQUIRES_ACCEPTANCE</b> -- A
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* match has been proposed and the players must accept the match (see
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* <a>AcceptMatch</a>). This status is used only with requests that use a
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* matchmaking configuration with a player acceptance requirement.</p> </li> <li>
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* <p> <b>PLACING</b> -- The FlexMatch engine has matched players and is in the
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* process of placing a new game session for the match.</p> </li> <li> <p>
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* <b>COMPLETED</b> -- Players have been matched and a game session is ready to
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* host the players. A ticket in this state contains the necessary connection
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* information for players.</p> </li> <li> <p> <b>FAILED</b> -- The matchmaking
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* request was not completed.</p> </li> <li> <p> <b>CANCELLED</b> -- The
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* matchmaking request was canceled. This may be the result of a call to
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* <a>StopMatchmaking</a> or a proposed match that one or more players failed to
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* accept.</p> </li> <li> <p> <b>TIMED_OUT</b> -- The matchmaking request was not
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* successful within the duration specified in the matchmaking configuration. </p>
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* </li> </ul> <p>Matchmaking requests that fail to successfully complete
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* (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with
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* new ticket IDs.</p>
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*/
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inline MatchmakingTicket& WithStatus(MatchmakingConfigurationStatus&& value) { SetStatus(std::move(value)); return *this;}
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/**
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* <p>Code to explain the current status. For example, a status reason may indicate
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* when a ticket has returned to <code>SEARCHING</code> status after a proposed
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* match fails to receive player acceptances.</p>
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*/
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inline const Aws::String& GetStatusReason() const{ return m_statusReason; }
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/**
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* <p>Code to explain the current status. For example, a status reason may indicate
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* when a ticket has returned to <code>SEARCHING</code> status after a proposed
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* match fails to receive player acceptances.</p>
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*/
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inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; }
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/**
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* <p>Code to explain the current status. For example, a status reason may indicate
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* when a ticket has returned to <code>SEARCHING</code> status after a proposed
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* match fails to receive player acceptances.</p>
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*/
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inline void SetStatusReason(const Aws::String& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; }
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/**
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* <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
|