/* * 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; } } }