/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Connection information for a new game session that is created in response to * a start matchmaking request. Once a match is made, the FlexMatch engine creates * a new game session for it. This information, including the game session endpoint * and player sessions for each player in the original matchmaking request, is * added to the matchmaking ticket.

See Also:

AWS * API Reference

*/ class GameSessionConnectionInfo { public: AWS_GAMELIFT_API GameSessionConnectionInfo(); AWS_GAMELIFT_API GameSessionConnectionInfo(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API GameSessionConnectionInfo& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for the game session. Use the game session ID.

*/ inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } /** *

A unique identifier for the game session. Use the game session ID.

*/ inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } /** *

A unique identifier for the game session. Use the game session ID.

*/ inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; } /** *

A unique identifier for the game session. Use the game session ID.

*/ inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); } /** *

A unique identifier for the game session. Use the game session ID.

*/ inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); } /** *

A unique identifier for the game session. Use the game session ID.

*/ inline GameSessionConnectionInfo& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} /** *

A unique identifier for the game session. Use the game session ID.

*/ inline GameSessionConnectionInfo& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;} /** *

A unique identifier for the game session. Use the game session ID.

*/ inline GameSessionConnectionInfo& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;} /** *

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.

*/ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } /** *

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.

*/ inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } /** *

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.

*/ inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } /** *

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.

*/ inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } /** *

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.

*/ inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } /** *

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.

*/ inline GameSessionConnectionInfo& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} /** *

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.

*/ inline GameSessionConnectionInfo& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} /** *

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.

*/ inline GameSessionConnectionInfo& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline const Aws::String& GetDnsName() const{ return m_dnsName; } /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSessionConnectionInfo& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSessionConnectionInfo& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} /** *

The DNS identifier assigned to the instance that is running the game session. * Values have the following format:

  • TLS-enabled fleets: * <unique identifier>.<region * identifier>.amazongamelift.com.

  • Non-TLS-enabled * fleets: ec2-<unique identifier>.compute.amazonaws.com. (See * Amazon * EC2 Instance IP Addressing.)

When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.

*/ inline GameSessionConnectionInfo& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** *

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.

*/ inline int GetPort() const{ return m_port; } /** *

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.

*/ inline bool PortHasBeenSet() const { return m_portHasBeenSet; } /** *

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.

*/ inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } /** *

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.

*/ inline GameSessionConnectionInfo& WithPort(int value) { SetPort(value); return *this;} /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline const Aws::Vector& GetMatchedPlayerSessions() const{ return m_matchedPlayerSessions; } /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline bool MatchedPlayerSessionsHasBeenSet() const { return m_matchedPlayerSessionsHasBeenSet; } /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline void SetMatchedPlayerSessions(const Aws::Vector& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = value; } /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline void SetMatchedPlayerSessions(Aws::Vector&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = std::move(value); } /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline GameSessionConnectionInfo& WithMatchedPlayerSessions(const Aws::Vector& value) { SetMatchedPlayerSessions(value); return *this;} /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline GameSessionConnectionInfo& WithMatchedPlayerSessions(Aws::Vector&& value) { SetMatchedPlayerSessions(std::move(value)); return *this;} /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline GameSessionConnectionInfo& AddMatchedPlayerSessions(const MatchedPlayerSession& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(value); return *this; } /** *

A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.

*/ inline GameSessionConnectionInfo& AddMatchedPlayerSessions(MatchedPlayerSession&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(std::move(value)); return *this; } private: Aws::String m_gameSessionArn; bool m_gameSessionArnHasBeenSet = false; Aws::String m_ipAddress; bool m_ipAddressHasBeenSet = false; Aws::String m_dnsName; bool m_dnsNameHasBeenSet = false; int m_port; bool m_portHasBeenSet = false; Aws::Vector m_matchedPlayerSessions; bool m_matchedPlayerSessionsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws