/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include <aws/gamelift/GameLift_EXPORTS.h> #include <aws/core/utils/memory/stl/AWSString.h> #include <aws/core/utils/DateTime.h> #include <aws/gamelift/model/GameSessionStatus.h> #include <aws/gamelift/model/GameSessionStatusReason.h> #include <aws/core/utils/memory/stl/AWSVector.h> #include <aws/gamelift/model/PlayerSessionCreationPolicy.h> #include <aws/gamelift/model/GameProperty.h> #include <utility> namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** * <p>Properties describing a game session.</p> <p>A game session in ACTIVE status * can host players. When a game session ends, its status is set to * <code>TERMINATED</code>. </p> <p>Once the session ends, the game session object * is retained for 30 days. This means you can reuse idempotency token values after * this time. Game session logs are retained for 14 days.</p> <p> <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All * APIs by task</a> </p><p><h3>See Also:</h3> <a * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession">AWS * API Reference</a></p> */ class GameSession { public: AWS_GAMELIFT_API GameSession(); AWS_GAMELIFT_API GameSession(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API GameSession& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline GameSession& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline GameSession& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** * <p>A unique identifier for the game session. A game session ARN has the * following format: <code>arn:aws:gamelift:<region>::gamesession/<fleet * ID>/<custom ID string or idempotency token></code>.</p> */ inline GameSession& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline const Aws::String& GetName() const{ return m_name; } /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline GameSession& WithName(const Aws::String& value) { SetName(value); return *this;} /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline GameSession& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** * <p>A descriptive label that is associated with a game session. Session names do * not need to be unique.</p> */ inline GameSession& WithName(const char* value) { SetName(value); return *this;} /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline GameSession& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline GameSession& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** * <p>A unique identifier for the fleet that the game session is running on.</p> */ inline GameSession& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; } /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); } /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); } /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline GameSession& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline GameSession& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} /** * <p> The Amazon Resource Name (<a * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) * associated with the GameLift fleet that this game session is running on. </p> */ inline GameSession& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; } /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline GameSession& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** * <p>A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline GameSession& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; } /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; } /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; } /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); } /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline GameSession& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;} /** * <p>A time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * <code>"1469498468.057"</code>).</p> */ inline GameSession& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;} /** * <p>Number of players currently in the game session.</p> */ inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; } /** * <p>Number of players currently in the game session.</p> */ inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; } /** * <p>Number of players currently in the game session.</p> */ inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; } /** * <p>Number of players currently in the game session.</p> */ inline GameSession& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;} /** * <p>The maximum number of players that can be connected simultaneously to the * game session.</p> */ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** * <p>The maximum number of players that can be connected simultaneously to the * game session.</p> */ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** * <p>The maximum number of players that can be connected simultaneously to the * game session.</p> */ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** * <p>The maximum number of players that can be connected simultaneously to the * game session.</p> */ inline GameSession& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline const GameSessionStatus& GetStatus() const{ return m_status; } /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline void SetStatus(const GameSessionStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline void SetStatus(GameSessionStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline GameSession& WithStatus(const GameSessionStatus& value) { SetStatus(value); return *this;} /** * <p>Current status of the game session. A game session must have an * <code>ACTIVE</code> status to have player sessions.</p> */ inline GameSession& WithStatus(GameSessionStatus&& value) { SetStatus(std::move(value)); return *this;} /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline const GameSessionStatusReason& GetStatusReason() const{ return m_statusReason; } /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; } /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline void SetStatusReason(const GameSessionStatusReason& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; } /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline void SetStatusReason(GameSessionStatusReason&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); } /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline GameSession& WithStatusReason(const GameSessionStatusReason& value) { SetStatusReason(value); return *this;} /** * <p>Provides additional information about game session status. * <code>INTERRUPTED</code> indicates that the game session was hosted on a spot * instance that was reclaimed, causing the active game session to be * terminated.</p> */ inline GameSession& WithStatusReason(GameSessionStatusReason&& value) { SetStatusReason(std::move(value)); return *this;} /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; } /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; } /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); } /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;} /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;} /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } /** * <p>A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline GameSession& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline GameSession& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} /** * <p>The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline GameSession& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline const Aws::String& GetDnsName() const{ return m_dnsName; } /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline GameSession& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline GameSession& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} /** * <p>The DNS identifier assigned to the instance that is running the game session. * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: * <code><unique identifier>.<region * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See * <a * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.</p> */ inline GameSession& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** * <p>The port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline int GetPort() const{ return m_port; } /** * <p>The port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline bool PortHasBeenSet() const { return m_portHasBeenSet; } /** * <p>The port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } /** * <p>The port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.</p> */ inline GameSession& WithPort(int value) { SetPort(value); return *this;} /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; } /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; } /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; } /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); } /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline GameSession& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;} /** * <p>Indicates whether or not the game session is accepting new players.</p> */ inline GameSession& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;} /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline const Aws::String& GetCreatorId() const{ return m_creatorId; } /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; } /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; } /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); } /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); } /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline GameSession& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;} /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline GameSession& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;} /** * <p>A unique identifier for a player. This ID is used to enforce a resource * protection policy (if one exists), that limits the number of game sessions a * player can create.</p> */ inline GameSession& WithCreatorId(const char* value) { SetCreatorId(value); return *this;} /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; } /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} /** * <p>A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see <a * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start * a Game Session</a>).</p> */ inline GameSession& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; } /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; } /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; } /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); } /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); } /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline GameSession& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;} /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline GameSession& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;} /** * <p>Information about the matchmaking process that was used to create the game * session. It is in JSON syntax, formatted as a string. In addition the * matchmaking configuration used, it contains data on all players assigned to the * match, including player attributes and team assignments. For more details on * matchmaker data, see <a * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match * Data</a>. Matchmaker data is useful when requesting match backfills, and is * updated whenever new players are added during a successful backfill (see <a * href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html">StartMatchBackfill</a>). * </p> */ inline GameSession& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;} /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline const Aws::String& GetLocation() const{ return m_location; } /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; } /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; } /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); } /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); } /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline GameSession& WithLocation(const Aws::String& value) { SetLocation(value); return *this;} /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline GameSession& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;} /** * <p>The fleet location where the game session is running. This value might * specify the fleet's home Region or a remote location. Location is expressed as * an Amazon Web Services Region code such as <code>us-west-2</code>. </p> */ inline GameSession& WithLocation(const char* value) { SetLocation(value); return *this;} private: Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_fleetArn; bool m_fleetArnHasBeenSet = false; Aws::Utils::DateTime m_creationTime; bool m_creationTimeHasBeenSet = false; Aws::Utils::DateTime m_terminationTime; bool m_terminationTimeHasBeenSet = false; int m_currentPlayerSessionCount; bool m_currentPlayerSessionCountHasBeenSet = false; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet = false; GameSessionStatus m_status; bool m_statusHasBeenSet = false; GameSessionStatusReason m_statusReason; bool m_statusReasonHasBeenSet = false; Aws::Vector<GameProperty> m_gameProperties; bool m_gamePropertiesHasBeenSet = false; Aws::String m_ipAddress; bool m_ipAddressHasBeenSet = false; Aws::String m_dnsName; bool m_dnsNameHasBeenSet = false; int m_port; bool m_portHasBeenSet = false; PlayerSessionCreationPolicy m_playerSessionCreationPolicy; bool m_playerSessionCreationPolicyHasBeenSet = false; Aws::String m_creatorId; bool m_creatorIdHasBeenSet = false; Aws::String m_gameSessionData; bool m_gameSessionDataHasBeenSet = false; Aws::String m_matchmakerData; bool m_matchmakerDataHasBeenSet = false; Aws::String m_location; bool m_locationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws