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This file is generated from the gamelift-2015-10-01.normal.json service model. */ using System; using System.Collections.Generic; using System.Xml.Serialization; using System.Text; using System.IO; using System.Net; using Amazon.Runtime; using Amazon.Runtime.Internal; namespace Amazon.GameLift.Model { /// /// Container for the parameters to the CreateGameSession operation. /// Creates a multiplayer game session for players in a specific fleet location. This /// operation prompts an available server process to start a game session and retrieves /// connection information for the new game session. As an alternative, consider using /// the Amazon GameLift game session placement feature with StartGameSessionPlacement /// , which uses FleetIQ algorithms and queues to optimize the placement process. /// /// /// /// When creating a game session, you specify exactly where you want to place it and provide /// a set of game session configuration settings. The fleet must be in ACTIVE /// status before a game session can be created in it. /// /// /// /// This operation can be used in the following ways: /// /// /// /// If successful, a workflow is initiated to start a new game session. A GameSession /// object is returned containing the game session configuration and status. When the /// status is ACTIVE, game session connection information is provided and /// player sessions can be created for the game session. By default, newly created game /// sessions are open to new players. You can restrict new player access by using UpdateGameSession /// to change the game session's player session creation policy. /// /// /// /// Game session logs are retained for all active game sessions for 14 days. To access /// the logs, call GetGameSessionLogUrl /// to download the log files. /// /// /// /// Available in Amazon GameLift Local. /// /// /// /// Learn more /// /// /// /// Start /// a game session /// /// /// /// All /// APIs by task /// /// public partial class CreateGameSessionRequest : AmazonGameLiftRequest { private string _aliasId; private string _creatorId; private string _fleetId; private List _gameProperties = new List(); private string _gameSessionData; private string _gameSessionId; private string _idempotencyToken; private string _location; private int? _maximumPlayerSessionCount; private string _name; /// /// Gets and sets the property AliasId. /// /// A unique identifier for the alias associated with the fleet to create a game session /// in. You can use either the alias ID or ARN value. Each request must reference either /// a fleet ID or alias ID, but not both. /// /// public string AliasId { get { return this._aliasId; } set { this._aliasId = value; } } // Check to see if AliasId property is set internal bool IsSetAliasId() { return this._aliasId != null; } /// /// Gets and sets the property CreatorId. /// /// A unique identifier for a player or entity creating the game session. /// /// /// /// If you add a resource creation limit policy to a fleet, the CreateGameSession /// operation requires a CreatorId. Amazon GameLift limits the number of /// game session creation requests with the same CreatorId in a specified /// time period. /// /// /// /// If you your fleet doesn't have a resource creation limit policy and you provide a /// CreatorId in your CreateGameSession requests, Amazon GameLift /// limits requests to one request per CreatorId per second. /// /// /// /// To not limit CreateGameSession requests with the same CreatorId, /// don't provide a CreatorId in your CreateGameSession request. /// /// [AWSProperty(Min=1, Max=1024)] public string CreatorId { get { return this._creatorId; } set { this._creatorId = value; } } // Check to see if CreatorId property is set internal bool IsSetCreatorId() { return this._creatorId != null; } /// /// Gets and sets the property FleetId. /// /// A unique identifier for the fleet to create a game session in. You can use either /// the fleet ID or ARN value. Each request must reference either a fleet ID or alias /// ID, but not both. /// /// public string FleetId { get { return this._fleetId; } set { this._fleetId = value; } } // Check to see if FleetId property is set internal bool IsSetFleetId() { return this._fleetId != null; } /// /// Gets and sets the property GameProperties. /// /// 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 Start /// a Game Session). /// /// [AWSProperty(Max=16)] public List GameProperties { get { return this._gameProperties; } set { this._gameProperties = value; } } // Check to see if GameProperties property is set internal bool IsSetGameProperties() { return this._gameProperties != null && this._gameProperties.Count > 0; } /// /// Gets and sets the property GameSessionData. /// /// 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 Start /// a Game Session). /// /// [AWSProperty(Min=1, Max=262144)] public string GameSessionData { get { return this._gameSessionData; } set { this._gameSessionData = value; } } // Check to see if GameSessionData property is set internal bool IsSetGameSessionData() { return this._gameSessionData != null; } /// /// Gets and sets the property GameSessionId. /// /// This parameter is deprecated. Use IdempotencyToken instead. /// /// /// /// Custom string that uniquely identifies a request for a new game session. Maximum token /// length is 48 characters. If provided, this string is included in the new game session's /// ID. /// /// [AWSProperty(Min=1, Max=48)] public string GameSessionId { get { return this._gameSessionId; } set { this._gameSessionId = value; } } // Check to see if GameSessionId property is set internal bool IsSetGameSessionId() { return this._gameSessionId != null; } /// /// Gets and sets the property IdempotencyToken. /// /// Custom string that uniquely identifies the new game session request. This is useful /// for ensuring that game session requests with the same idempotency token are processed /// only once. Subsequent requests with the same string return the original GameSession /// object, with an updated status. Maximum token length is 48 characters. If provided, /// this string is included in the new game session's ID. A game session ARN has the following /// format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom /// ID string or idempotency token>. Idempotency tokens remain in use for 30 /// days after a game session has ended; game session objects are retained for this time /// period and then deleted. /// /// [AWSProperty(Min=1, Max=48)] public string IdempotencyToken { get { return this._idempotencyToken; } set { this._idempotencyToken = value; } } // Check to see if IdempotencyToken property is set internal bool IsSetIdempotencyToken() { return this._idempotencyToken != null; } /// /// Gets and sets the property Location. /// /// A fleet's remote location to place the new game session in. If this parameter is not /// set, the new game session is placed in the fleet's home Region. Specify a remote location /// with an Amazon Web Services Region code such as us-west-2. /// /// [AWSProperty(Min=1, Max=64)] public string Location { get { return this._location; } set { this._location = value; } } // Check to see if Location property is set internal bool IsSetLocation() { return this._location != null; } /// /// Gets and sets the property MaximumPlayerSessionCount. /// /// The maximum number of players that can be connected simultaneously to the game session. /// /// [AWSProperty(Required=true, Min=0)] public int MaximumPlayerSessionCount { get { return this._maximumPlayerSessionCount.GetValueOrDefault(); } set { this._maximumPlayerSessionCount = value; } } // Check to see if MaximumPlayerSessionCount property is set internal bool IsSetMaximumPlayerSessionCount() { return this._maximumPlayerSessionCount.HasValue; } /// /// Gets and sets the property Name. /// /// A descriptive label that is associated with a game session. Session names do not need /// to be unique. /// /// [AWSProperty(Min=1, Max=1024)] public string Name { get { return this._name; } set { this._name = value; } } // Check to see if Name property is set internal bool IsSetName() { return this._name != null; } } }