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

Ticket generated to track the progress of a matchmaking request. Each ticket * is uniquely identified by a ticket ID, supplied by the requester, when creating * a matchmaking request.

See Also:

AWS * API Reference

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

A unique identifier for a matchmaking ticket.

*/ inline const Aws::String& GetTicketId() const{ return m_ticketId; } /** *

A unique identifier for a matchmaking ticket.

*/ inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; } /** *

A unique identifier for a matchmaking ticket.

*/ inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; } /** *

A unique identifier for a matchmaking ticket.

*/ inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); } /** *

A unique identifier for a matchmaking ticket.

*/ inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); } /** *

A unique identifier for a matchmaking ticket.

*/ inline MatchmakingTicket& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;} /** *

A unique identifier for a matchmaking ticket.

*/ inline MatchmakingTicket& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;} /** *

A unique identifier for a matchmaking ticket.

*/ inline MatchmakingTicket& WithTicketId(const char* value) { SetTicketId(value); return *this;} /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline const Aws::String& GetConfigurationName() const{ return m_configurationName; } /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; } /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; } /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); } /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); } /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline MatchmakingTicket& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;} /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline MatchmakingTicket& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;} /** *

Name of the matchmaking configuration that is used with this ticket. * Matchmaking configurations determine how players are grouped into a match and * how a new game session is created for the match.

*/ inline MatchmakingTicket& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline const Aws::String& GetConfigurationArn() const{ return m_configurationArn; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline bool ConfigurationArnHasBeenSet() const { return m_configurationArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline void SetConfigurationArn(const Aws::String& value) { m_configurationArnHasBeenSet = true; m_configurationArn = value; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline void SetConfigurationArn(Aws::String&& value) { m_configurationArnHasBeenSet = true; m_configurationArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline void SetConfigurationArn(const char* value) { m_configurationArnHasBeenSet = true; m_configurationArn.assign(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline MatchmakingTicket& WithConfigurationArn(const Aws::String& value) { SetConfigurationArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline MatchmakingTicket& WithConfigurationArn(Aws::String&& value) { SetConfigurationArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift matchmaking configuration resource that is used * with this ticket.

*/ inline MatchmakingTicket& WithConfigurationArn(const char* value) { SetConfigurationArn(value); return *this;} /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline const MatchmakingConfigurationStatus& GetStatus() const{ return m_status; } /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline void SetStatus(const MatchmakingConfigurationStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline void SetStatus(MatchmakingConfigurationStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline MatchmakingTicket& WithStatus(const MatchmakingConfigurationStatus& value) { SetStatus(value); return *this;} /** *

Current status of the matchmaking request.

  • QUEUED -- * The matchmaking request has been received and is currently waiting to be * processed.

  • SEARCHING -- The matchmaking request is * currently being processed.

  • REQUIRES_ACCEPTANCE -- A * match has been proposed and the players must accept the match. This status is * used only with requests that use a matchmaking configuration with a player * acceptance requirement.

  • PLACING -- The FlexMatch * engine has matched players and is in the process of placing a new game session * for the match.

  • COMPLETED -- Players have been matched * and a game session is ready to host the players. A ticket in this state contains * the necessary connection information for players.

  • * FAILED -- The matchmaking request was not completed.

  • * CANCELLED -- The matchmaking request was canceled. This may be the result * of a StopMatchmaking operation or a proposed match that one or more * players failed to accept.

  • TIMED_OUT -- The matchmaking * request was not successful within the duration specified in the matchmaking * configuration.

Matchmaking requests that fail to * successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted * as new requests with new ticket IDs.

*/ inline MatchmakingTicket& WithStatus(MatchmakingConfigurationStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline const Aws::String& GetStatusReason() const{ return m_statusReason; } /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; } /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline void SetStatusReason(const Aws::String& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; } /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline void SetStatusReason(Aws::String&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); } /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline void SetStatusReason(const char* value) { m_statusReasonHasBeenSet = true; m_statusReason.assign(value); } /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline MatchmakingTicket& WithStatusReason(const Aws::String& value) { SetStatusReason(value); return *this;} /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline MatchmakingTicket& WithStatusReason(Aws::String&& value) { SetStatusReason(std::move(value)); return *this;} /** *

Code to explain the current status. For example, a status reason may indicate * when a ticket has returned to SEARCHING status after a proposed * match fails to receive player acceptances.

*/ inline MatchmakingTicket& WithStatusReason(const char* value) { SetStatusReason(value); return *this;} /** *

Additional information about the current status.

*/ inline const Aws::String& GetStatusMessage() const{ return m_statusMessage; } /** *

Additional information about the current status.

*/ inline bool StatusMessageHasBeenSet() const { return m_statusMessageHasBeenSet; } /** *

Additional information about the current status.

*/ inline void SetStatusMessage(const Aws::String& value) { m_statusMessageHasBeenSet = true; m_statusMessage = value; } /** *

Additional information about the current status.

*/ inline void SetStatusMessage(Aws::String&& value) { m_statusMessageHasBeenSet = true; m_statusMessage = std::move(value); } /** *

Additional information about the current status.

*/ inline void SetStatusMessage(const char* value) { m_statusMessageHasBeenSet = true; m_statusMessage.assign(value); } /** *

Additional information about the current status.

*/ inline MatchmakingTicket& WithStatusMessage(const Aws::String& value) { SetStatusMessage(value); return *this;} /** *

Additional information about the current status.

*/ inline MatchmakingTicket& WithStatusMessage(Aws::String&& value) { SetStatusMessage(std::move(value)); return *this;} /** *

Additional information about the current status.

*/ inline MatchmakingTicket& WithStatusMessage(const char* value) { SetStatusMessage(value); return *this;} /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetStartTime() const{ return m_startTime; } /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline bool StartTimeHasBeenSet() const { return m_startTimeHasBeenSet; } /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetStartTime(const Aws::Utils::DateTime& value) { m_startTimeHasBeenSet = true; m_startTime = value; } /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetStartTime(Aws::Utils::DateTime&& value) { m_startTimeHasBeenSet = true; m_startTime = std::move(value); } /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline MatchmakingTicket& WithStartTime(const Aws::Utils::DateTime& value) { SetStartTime(value); return *this;} /** *

Time stamp indicating when this matchmaking request was received. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline MatchmakingTicket& WithStartTime(Aws::Utils::DateTime&& value) { SetStartTime(std::move(value)); return *this;} /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetEndTime() const{ return m_endTime; } /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline bool EndTimeHasBeenSet() const { return m_endTimeHasBeenSet; } /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetEndTime(const Aws::Utils::DateTime& value) { m_endTimeHasBeenSet = true; m_endTime = value; } /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetEndTime(Aws::Utils::DateTime&& value) { m_endTimeHasBeenSet = true; m_endTime = std::move(value); } /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline MatchmakingTicket& WithEndTime(const Aws::Utils::DateTime& value) { SetEndTime(value); return *this;} /** *

Time stamp indicating when the matchmaking request stopped being processed * due to successful completion, timeout, or cancellation. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline MatchmakingTicket& WithEndTime(Aws::Utils::DateTime&& value) { SetEndTime(std::move(value)); return *this;} /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline const Aws::Vector& GetPlayers() const{ return m_players; } /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; } /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline void SetPlayers(const Aws::Vector& value) { m_playersHasBeenSet = true; m_players = value; } /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline void SetPlayers(Aws::Vector&& value) { m_playersHasBeenSet = true; m_players = std::move(value); } /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline MatchmakingTicket& WithPlayers(const Aws::Vector& value) { SetPlayers(value); return *this;} /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline MatchmakingTicket& WithPlayers(Aws::Vector&& value) { SetPlayers(std::move(value)); return *this;} /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline MatchmakingTicket& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; } /** *

A set of Player 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 * COMPLETED, the Player objects include the team the * players were assigned to in the resulting match.

*/ inline MatchmakingTicket& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; } /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline const GameSessionConnectionInfo& GetGameSessionConnectionInfo() const{ return m_gameSessionConnectionInfo; } /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline bool GameSessionConnectionInfoHasBeenSet() const { return m_gameSessionConnectionInfoHasBeenSet; } /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline void SetGameSessionConnectionInfo(const GameSessionConnectionInfo& value) { m_gameSessionConnectionInfoHasBeenSet = true; m_gameSessionConnectionInfo = value; } /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline void SetGameSessionConnectionInfo(GameSessionConnectionInfo&& value) { m_gameSessionConnectionInfoHasBeenSet = true; m_gameSessionConnectionInfo = std::move(value); } /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline MatchmakingTicket& WithGameSessionConnectionInfo(const GameSessionConnectionInfo& value) { SetGameSessionConnectionInfo(value); return *this;} /** *

Connection information for a new game session. Once a match is made, the * FlexMatch engine creates a new game session for it. This information is added to * the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking * .

*/ inline MatchmakingTicket& WithGameSessionConnectionInfo(GameSessionConnectionInfo&& value) { SetGameSessionConnectionInfo(std::move(value)); return *this;} /** *

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.

*/ inline int GetEstimatedWaitTime() const{ return m_estimatedWaitTime; } /** *

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.

*/ inline bool EstimatedWaitTimeHasBeenSet() const { return m_estimatedWaitTimeHasBeenSet; } /** *

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.

*/ inline void SetEstimatedWaitTime(int value) { m_estimatedWaitTimeHasBeenSet = true; m_estimatedWaitTime = value; } /** *

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.

*/ inline MatchmakingTicket& WithEstimatedWaitTime(int value) { SetEstimatedWaitTime(value); return *this;} private: Aws::String m_ticketId; bool m_ticketIdHasBeenSet = false; Aws::String m_configurationName; bool m_configurationNameHasBeenSet = false; Aws::String m_configurationArn; bool m_configurationArnHasBeenSet = false; MatchmakingConfigurationStatus m_status; bool m_statusHasBeenSet = false; Aws::String m_statusReason; bool m_statusReasonHasBeenSet = false; Aws::String m_statusMessage; bool m_statusMessageHasBeenSet = false; Aws::Utils::DateTime m_startTime; bool m_startTimeHasBeenSet = false; Aws::Utils::DateTime m_endTime; bool m_endTimeHasBeenSet = false; Aws::Vector m_players; bool m_playersHasBeenSet = false; GameSessionConnectionInfo m_gameSessionConnectionInfo; bool m_gameSessionConnectionInfoHasBeenSet = false; int m_estimatedWaitTime; bool m_estimatedWaitTimeHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws