/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include This data type is used with the Amazon GameLift FleetIQ and game server
* groups. Properties describing a game server that is running on an
* instance in a game server group. A game server is created by a
* successful call to RegisterGameServer
and deleted by calling
* DeregisterGameServer
. A game server is claimed to host a game
* session by calling ClaimGameServer
. See Also:
AWS
* API Reference
A unique identifier for the game server group where the game server is * running.
*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *A unique identifier for the game server group where the game server is * running.
*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *A unique identifier for the game server group where the game server is * running.
*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *A unique identifier for the game server group where the game server is * running.
*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *A unique identifier for the game server group where the game server is * running.
*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *A unique identifier for the game server group where the game server is * running.
*/ inline GameServer& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *A unique identifier for the game server group where the game server is * running.
*/ inline GameServer& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *A unique identifier for the game server group where the game server is * running.
*/ inline GameServer& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *The ARN identifier for the game server group where the game server is * located.
*/ inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; } /** *The ARN identifier for the game server group where the game server is * located.
*/ inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; } /** *The ARN identifier for the game server group where the game server is * located.
*/ inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; } /** *The ARN identifier for the game server group where the game server is * located.
*/ inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); } /** *The ARN identifier for the game server group where the game server is * located.
*/ inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); } /** *The ARN identifier for the game server group where the game server is * located.
*/ inline GameServer& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;} /** *The ARN identifier for the game server group where the game server is * located.
*/ inline GameServer& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;} /** *The ARN identifier for the game server group where the game server is * located.
*/ inline GameServer& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(value); return *this;} /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline const Aws::String& GetGameServerId() const{ return m_gameServerId; } /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; } /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; } /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); } /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); } /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline GameServer& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;} /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline GameServer& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;} /** *A custom string that uniquely identifies the game server. Game server IDs are * developer-defined and are unique across all game server groups in an Amazon Web * Services account.
*/ inline GameServer& WithGameServerId(const char* value) { SetGameServerId(value); return *this;} /** *The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The port and IP address that must be used to establish a client connection to * the game server.
*/ inline const Aws::String& GetConnectionInfo() const{ return m_connectionInfo; } /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline bool ConnectionInfoHasBeenSet() const { return m_connectionInfoHasBeenSet; } /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline void SetConnectionInfo(const Aws::String& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = value; } /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline void SetConnectionInfo(Aws::String&& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = std::move(value); } /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline void SetConnectionInfo(const char* value) { m_connectionInfoHasBeenSet = true; m_connectionInfo.assign(value); } /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline GameServer& WithConnectionInfo(const Aws::String& value) { SetConnectionInfo(value); return *this;} /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline GameServer& WithConnectionInfo(Aws::String&& value) { SetConnectionInfo(std::move(value)); return *this;} /** *The port and IP address that must be used to establish a client connection to * the game server.
*/ inline GameServer& WithConnectionInfo(const char* value) { SetConnectionInfo(value); return *this;} /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline const Aws::String& GetGameServerData() const{ return m_gameServerData; } /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; } /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; } /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); } /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); } /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline GameServer& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;} /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline GameServer& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;} /** *A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.
*/ inline GameServer& WithGameServerData(const char* value) { SetGameServerData(value); return *this;} /** *Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates when an available game server has been reserved for gameplay but
* has not yet started hosting a game. Once it is claimed, the game server remains
* in CLAIMED
status for a maximum of one minute. During this time,
* game clients connect to the game server to start the game and trigger the game
* server to update its utilization status. After one minute, the game server claim
* status reverts to null.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Indicates whether the game server is currently available for new games or is * busy. Possible statuses include:
AVAILABLE
- The
* game server is available to be claimed. A game server that has been claimed
* remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session
* with players.
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates when the game server registered. The format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was claimed. The
* format is a number expressed in Unix time as milliseconds (for example
* "1469498468.057"
). This value is used to calculate when a claimed
* game server's status should revert to null.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.
Timestamp that indicates the last time the game server was updated with
* health status. The format is a number expressed in Unix time as milliseconds
* (for example "1469498468.057"
). After game server registration,
* this property is only changed when a game server update specifies a health check
* value.