/* * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). * You may not use this file except in compliance with the License. * A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either * express or implied. See the License for the specific language governing * permissions and limitations under the License. */ /* * Do not modify this file. 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 { /// /// This data type is used with the Amazon GameLift FleetIQ and game server groups. /// /// /// /// /// Properties describing a game server that is running on an instance in a game server /// group. /// /// /// /// A game server is created by a successful call to RegisterGameServer and /// deleted by calling DeregisterGameServer. A game server is claimed to /// host a game session by calling ClaimGameServer. /// /// public partial class GameServer { private GameServerClaimStatus _claimStatus; private string _connectionInfo; private string _gameServerData; private string _gameServerGroupArn; private string _gameServerGroupName; private string _gameServerId; private string _instanceId; private DateTime? _lastClaimTime; private DateTime? _lastHealthCheckTime; private DateTime? _registrationTime; private GameServerUtilizationStatus _utilizationStatus; /// /// Gets and sets the property ClaimStatus. /// /// Indicates when an available game server has been reserved for gameplay but has not /// yet started hosting a game. Once it is claimed, the game server remains in CLAIMED /// status for a maximum of one minute. During this time, game clients connect to the /// game server to start the game and trigger the game server to update its utilization /// status. After one minute, the game server claim status reverts to null. /// /// public GameServerClaimStatus ClaimStatus { get { return this._claimStatus; } set { this._claimStatus = value; } } // Check to see if ClaimStatus property is set internal bool IsSetClaimStatus() { return this._claimStatus != null; } /// /// Gets and sets the property ConnectionInfo. /// /// The port and IP address that must be used to establish a client connection to the /// game server. /// /// [AWSProperty(Min=1, Max=512)] public string ConnectionInfo { get { return this._connectionInfo; } set { this._connectionInfo = value; } } // Check to see if ConnectionInfo property is set internal bool IsSetConnectionInfo() { return this._connectionInfo != null; } /// /// Gets and sets the property GameServerData. /// /// A set of custom game server properties, formatted as a single string value. This data /// is passed to a game client or service when it requests information on game servers. /// /// [AWSProperty(Min=1, Max=1024)] public string GameServerData { get { return this._gameServerData; } set { this._gameServerData = value; } } // Check to see if GameServerData property is set internal bool IsSetGameServerData() { return this._gameServerData != null; } /// /// Gets and sets the property GameServerGroupArn. /// /// The ARN identifier for the game server group where the game server is located. /// /// [AWSProperty(Min=1, Max=256)] public string GameServerGroupArn { get { return this._gameServerGroupArn; } set { this._gameServerGroupArn = value; } } // Check to see if GameServerGroupArn property is set internal bool IsSetGameServerGroupArn() { return this._gameServerGroupArn != null; } /// /// Gets and sets the property GameServerGroupName. /// /// A unique identifier for the game server group where the game server is running. /// /// [AWSProperty(Min=1, Max=128)] public string GameServerGroupName { get { return this._gameServerGroupName; } set { this._gameServerGroupName = value; } } // Check to see if GameServerGroupName property is set internal bool IsSetGameServerGroupName() { return this._gameServerGroupName != null; } /// /// Gets and sets the property GameServerId. /// /// A custom string that uniquely identifies the game server. Game server IDs are developer-defined /// and are unique across all game server groups in an Amazon Web Services account. /// /// [AWSProperty(Min=3, Max=128)] public string GameServerId { get { return this._gameServerId; } set { this._gameServerId = value; } } // Check to see if GameServerId property is set internal bool IsSetGameServerId() { return this._gameServerId != null; } /// /// Gets and sets the property InstanceId. /// /// The unique identifier for the instance where the game server is running. This ID is /// available in the instance metadata. EC2 instance IDs use a 17-character format, for /// example: i-1234567890abcdef0. /// /// [AWSProperty(Min=19, Max=19)] public string InstanceId { get { return this._instanceId; } set { this._instanceId = value; } } // Check to see if InstanceId property is set internal bool IsSetInstanceId() { return this._instanceId != null; } /// /// Gets and sets the property LastClaimTime. /// /// Timestamp that indicates the last time the game server was claimed. The format is /// a number expressed in Unix time as milliseconds (for example "1469498468.057"). /// This value is used to calculate when a claimed game server's status should revert /// to null. /// /// public DateTime LastClaimTime { get { return this._lastClaimTime.GetValueOrDefault(); } set { this._lastClaimTime = value; } } // Check to see if LastClaimTime property is set internal bool IsSetLastClaimTime() { return this._lastClaimTime.HasValue; } /// /// Gets and sets the property LastHealthCheckTime. /// /// Timestamp that indicates the last time the game server was updated with health status. /// The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). /// After game server registration, this property is only changed when a game server update /// specifies a health check value. /// /// public DateTime LastHealthCheckTime { get { return this._lastHealthCheckTime.GetValueOrDefault(); } set { this._lastHealthCheckTime = value; } } // Check to see if LastHealthCheckTime property is set internal bool IsSetLastHealthCheckTime() { return this._lastHealthCheckTime.HasValue; } /// /// Gets and sets the property RegistrationTime. /// /// Timestamp that indicates when the game server registered. The format is a number expressed /// in Unix time as milliseconds (for example "1469498468.057"). /// /// public DateTime RegistrationTime { get { return this._registrationTime.GetValueOrDefault(); } set { this._registrationTime = value; } } // Check to see if RegistrationTime property is set internal bool IsSetRegistrationTime() { return this._registrationTime.HasValue; } /// /// Gets and sets the property UtilizationStatus. /// /// Indicates whether the game server is currently available for new games or is busy. /// Possible statuses include: /// /// /// public GameServerUtilizationStatus UtilizationStatus { get { return this._utilizationStatus; } set { this._utilizationStatus = value; } } // Check to see if UtilizationStatus property is set internal bool IsSetUtilizationStatus() { return this._utilizationStatus != null; } } }