/*
* 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
{
///
/// 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.
///
public partial class GameSessionConnectionInfo
{
private string _dnsName;
private string _gameSessionArn;
private string _ipAddress;
private List _matchedPlayerSessions = new List();
private int? _port;
///
/// Gets and sets the property 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.
///
///
public string DnsName
{
get { return this._dnsName; }
set { this._dnsName = value; }
}
// Check to see if DnsName property is set
internal bool IsSetDnsName()
{
return this._dnsName != null;
}
///
/// Gets and sets the property GameSessionArn.
///
/// A unique identifier for the game session. Use the game session ID.
///
///
[AWSProperty(Min=1, Max=256)]
public string GameSessionArn
{
get { return this._gameSessionArn; }
set { this._gameSessionArn = value; }
}
// Check to see if GameSessionArn property is set
internal bool IsSetGameSessionArn()
{
return this._gameSessionArn != null;
}
///
/// Gets and sets the property 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.
///
///
[AWSProperty(Min=1, Max=128)]
public string IpAddress
{
get { return this._ipAddress; }
set { this._ipAddress = value; }
}
// Check to see if IpAddress property is set
internal bool IsSetIpAddress()
{
return this._ipAddress != null;
}
///
/// Gets and sets the property MatchedPlayerSessions.
///
/// A collection of player session IDs, one for each player ID that was included in the
/// original matchmaking request.
///
///
public List MatchedPlayerSessions
{
get { return this._matchedPlayerSessions; }
set { this._matchedPlayerSessions = value; }
}
// Check to see if MatchedPlayerSessions property is set
internal bool IsSetMatchedPlayerSessions()
{
return this._matchedPlayerSessions != null && this._matchedPlayerSessions.Count > 0;
}
///
/// Gets and sets the property 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.
///
///
[AWSProperty(Min=1)]
public int Port
{
get { return this._port.GetValueOrDefault(); }
set { this._port = value; }
}
// Check to see if Port property is set
internal bool IsSetPort()
{
return this._port.HasValue;
}
}
}