/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents a player session. Player sessions are created either for a
* specific game session, or as part of a game session placement or matchmaking
* request. A player session can represents a reserved player slot in a game
* session (when status is
* Related actions RESERVED
) or actual player activity in a
* game session (when status is ACTIVE
). A player session object,
* including player data, is automatically passed to a game session when the player
* connects to the game session and is validated. After the game session ends,
* player sessions information is retained for 30 days and then removed.See Also:
AWS
* API Reference
A unique identifier for a player session.
*/ inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; } /** *A unique identifier for a player session.
*/ inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; } /** *A unique identifier for a player session.
*/ inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; } /** *A unique identifier for a player session.
*/ inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); } /** *A unique identifier for a player session.
*/ inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); } /** *A unique identifier for a player session.
*/ inline PlayerSession& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;} /** *A unique identifier for a player session.
*/ inline PlayerSession& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;} /** *A unique identifier for a player session.
*/ inline PlayerSession& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;} /** *A unique identifier for a player that is associated with this player * session.
*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *A unique identifier for a player that is associated with this player * session.
*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *A unique identifier for a player that is associated with this player * session.
*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *A unique identifier for a player that is associated with this player * session.
*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *A unique identifier for a player that is associated with this player * session.
*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *A unique identifier for a player that is associated with this player * session.
*/ inline PlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player that is associated with this player * session.
*/ inline PlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *A unique identifier for a player that is associated with this player * session.
*/ inline PlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *A unique identifier for the game session that the player session is connected * to.
*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *A unique identifier for the game session that the player session is connected * to.
*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *A unique identifier for the game session that the player session is connected * to.
*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *A unique identifier for the game session that the player session is connected * to.
*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *A unique identifier for the game session that the player session is connected * to.
*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *A unique identifier for the game session that the player session is connected * to.
*/ inline PlayerSession& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the game session that the player session is connected * to.
*/ inline PlayerSession& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *A unique identifier for the game session that the player session is connected * to.
*/ inline PlayerSession& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline PlayerSession& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline PlayerSession& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for the fleet that the player's game session is running * on.
*/ inline PlayerSession& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; } /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); } /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); } /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline PlayerSession& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline PlayerSession& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} /** *The Amazon Resource Name (ARN) * associated with the GameLift fleet that the player's game session is running on. *
*/ inline PlayerSession& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** *A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Current status of the player session.
Possible player session statuses * include the following:
RESERVED -- The player session * request has been received, but the player has not yet connected to the server * process and/or been validated.
ACTIVE -- The player * has been validated by the server process and is currently connected.
COMPLETED -- The player connection has been dropped.
TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
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 PlayerSession& 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 PlayerSession& 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 PlayerSession& 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 PlayerSession& 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 PlayerSession& 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 PlayerSession& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** *Port number for the game session. To connect to a Amazon GameLift server * process, an app needs both the IP address and port number.
*/ inline int GetPort() const{ return m_port; } /** *Port number for the game session. To connect to a Amazon GameLift server * process, an app needs both the IP address and port number.
*/ inline bool PortHasBeenSet() const { return m_portHasBeenSet; } /** *Port number for the game session. To connect to a Amazon GameLift server * process, an app needs both the IP address and port number.
*/ inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } /** *Port number for the game session. To connect to a Amazon GameLift server * process, an app needs both the IP address and port number.
*/ inline PlayerSession& WithPort(int value) { SetPort(value); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline const Aws::String& GetPlayerData() const{ return m_playerData; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline PlayerSession& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline PlayerSession& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline PlayerSession& WithPlayerData(const char* value) { SetPlayerData(value); return *this;} private: Aws::String m_playerSessionId; bool m_playerSessionIdHasBeenSet = false; Aws::String m_playerId; bool m_playerIdHasBeenSet = false; Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet = 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; PlayerSessionStatus m_status; bool m_statusHasBeenSet = 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::String m_playerData; bool m_playerDataHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws