1 /** 2 * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. 3 * SPDX-License-Identifier: Apache-2.0. 4 */ 5 6 #pragma once 7 #include <aws/gamelift/GameLift_EXPORTS.h> 8 #include <aws/core/utils/memory/stl/AWSString.h> 9 #include <aws/gamelift/model/GameSessionPlacementState.h> 10 #include <aws/core/utils/memory/stl/AWSVector.h> 11 #include <aws/core/utils/DateTime.h> 12 #include <aws/gamelift/model/GameProperty.h> 13 #include <aws/gamelift/model/PlayerLatency.h> 14 #include <aws/gamelift/model/PlacedPlayerSession.h> 15 #include <utility> 16 17 namespace Aws 18 { 19 namespace Utils 20 { 21 namespace Json 22 { 23 class JsonValue; 24 class JsonView; 25 } // namespace Json 26 } // namespace Utils 27 namespace GameLift 28 { 29 namespace Model 30 { 31 32 /** 33 * <p>Object that describes a <a>StartGameSessionPlacement</a> request. This object 34 * includes the full details of the original request plus the current status and 35 * start/end time stamps.</p> <p>Game session placement-related operations 36 * include:</p> <ul> <li> <p> <a>StartGameSessionPlacement</a> </p> </li> <li> <p> 37 * <a>DescribeGameSessionPlacement</a> </p> </li> <li> <p> 38 * <a>StopGameSessionPlacement</a> </p> </li> </ul><p><h3>See Also:</h3> <a 39 * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement">AWS 40 * API Reference</a></p> 41 */ 42 class AWS_GAMELIFT_API GameSessionPlacement 43 { 44 public: 45 GameSessionPlacement(); 46 GameSessionPlacement(Aws::Utils::Json::JsonView jsonValue); 47 GameSessionPlacement& operator=(Aws::Utils::Json::JsonView jsonValue); 48 Aws::Utils::Json::JsonValue Jsonize() const; 49 50 51 /** 52 * <p>A unique identifier for a game session placement.</p> 53 */ GetPlacementId()54 inline const Aws::String& GetPlacementId() const{ return m_placementId; } 55 56 /** 57 * <p>A unique identifier for a game session placement.</p> 58 */ PlacementIdHasBeenSet()59 inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; } 60 61 /** 62 * <p>A unique identifier for a game session placement.</p> 63 */ SetPlacementId(const Aws::String & value)64 inline void SetPlacementId(const Aws::String& value) { m_placementIdHasBeenSet = true; m_placementId = value; } 65 66 /** 67 * <p>A unique identifier for a game session placement.</p> 68 */ SetPlacementId(Aws::String && value)69 inline void SetPlacementId(Aws::String&& value) { m_placementIdHasBeenSet = true; m_placementId = std::move(value); } 70 71 /** 72 * <p>A unique identifier for a game session placement.</p> 73 */ SetPlacementId(const char * value)74 inline void SetPlacementId(const char* value) { m_placementIdHasBeenSet = true; m_placementId.assign(value); } 75 76 /** 77 * <p>A unique identifier for a game session placement.</p> 78 */ WithPlacementId(const Aws::String & value)79 inline GameSessionPlacement& WithPlacementId(const Aws::String& value) { SetPlacementId(value); return *this;} 80 81 /** 82 * <p>A unique identifier for a game session placement.</p> 83 */ WithPlacementId(Aws::String && value)84 inline GameSessionPlacement& WithPlacementId(Aws::String&& value) { SetPlacementId(std::move(value)); return *this;} 85 86 /** 87 * <p>A unique identifier for a game session placement.</p> 88 */ WithPlacementId(const char * value)89 inline GameSessionPlacement& WithPlacementId(const char* value) { SetPlacementId(value); return *this;} 90 91 92 /** 93 * <p>A descriptive label that is associated with game session queue. Queue names 94 * must be unique within each Region.</p> 95 */ GetGameSessionQueueName()96 inline const Aws::String& GetGameSessionQueueName() const{ return m_gameSessionQueueName; } 97 98 /** 99 * <p>A descriptive label that is associated with game session queue. Queue names 100 * must be unique within each Region.</p> 101 */ GameSessionQueueNameHasBeenSet()102 inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; } 103 104 /** 105 * <p>A descriptive label that is associated with game session queue. Queue names 106 * must be unique within each Region.</p> 107 */ SetGameSessionQueueName(const Aws::String & value)108 inline void SetGameSessionQueueName(const Aws::String& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = value; } 109 110 /** 111 * <p>A descriptive label that is associated with game session queue. Queue names 112 * must be unique within each Region.</p> 113 */ SetGameSessionQueueName(Aws::String && value)114 inline void SetGameSessionQueueName(Aws::String&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::move(value); } 115 116 /** 117 * <p>A descriptive label that is associated with game session queue. Queue names 118 * must be unique within each Region.</p> 119 */ SetGameSessionQueueName(const char * value)120 inline void SetGameSessionQueueName(const char* value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName.assign(value); } 121 122 /** 123 * <p>A descriptive label that is associated with game session queue. Queue names 124 * must be unique within each Region.</p> 125 */ WithGameSessionQueueName(const Aws::String & value)126 inline GameSessionPlacement& WithGameSessionQueueName(const Aws::String& value) { SetGameSessionQueueName(value); return *this;} 127 128 /** 129 * <p>A descriptive label that is associated with game session queue. Queue names 130 * must be unique within each Region.</p> 131 */ WithGameSessionQueueName(Aws::String && value)132 inline GameSessionPlacement& WithGameSessionQueueName(Aws::String&& value) { SetGameSessionQueueName(std::move(value)); return *this;} 133 134 /** 135 * <p>A descriptive label that is associated with game session queue. Queue names 136 * must be unique within each Region.</p> 137 */ WithGameSessionQueueName(const char * value)138 inline GameSessionPlacement& WithGameSessionQueueName(const char* value) { SetGameSessionQueueName(value); return *this;} 139 140 141 /** 142 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 143 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 144 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 145 * sessions (if requested) have been successfully created. Values for 146 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 147 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 148 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 149 * game session was not successfully created before the time limit expired. You can 150 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 151 * GameLift is not able to complete the process of placing the game session. Common 152 * reasons are the game session terminated before the placement process was 153 * completed, or an unexpected internal error.</p> </li> </ul> 154 */ GetStatus()155 inline const GameSessionPlacementState& GetStatus() const{ return m_status; } 156 157 /** 158 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 159 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 160 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 161 * sessions (if requested) have been successfully created. Values for 162 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 163 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 164 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 165 * game session was not successfully created before the time limit expired. You can 166 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 167 * GameLift is not able to complete the process of placing the game session. Common 168 * reasons are the game session terminated before the placement process was 169 * completed, or an unexpected internal error.</p> </li> </ul> 170 */ StatusHasBeenSet()171 inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } 172 173 /** 174 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 175 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 176 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 177 * sessions (if requested) have been successfully created. Values for 178 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 179 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 180 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 181 * game session was not successfully created before the time limit expired. You can 182 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 183 * GameLift is not able to complete the process of placing the game session. Common 184 * reasons are the game session terminated before the placement process was 185 * completed, or an unexpected internal error.</p> </li> </ul> 186 */ SetStatus(const GameSessionPlacementState & value)187 inline void SetStatus(const GameSessionPlacementState& value) { m_statusHasBeenSet = true; m_status = value; } 188 189 /** 190 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 191 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 192 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 193 * sessions (if requested) have been successfully created. Values for 194 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 195 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 196 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 197 * game session was not successfully created before the time limit expired. You can 198 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 199 * GameLift is not able to complete the process of placing the game session. Common 200 * reasons are the game session terminated before the placement process was 201 * completed, or an unexpected internal error.</p> </li> </ul> 202 */ SetStatus(GameSessionPlacementState && value)203 inline void SetStatus(GameSessionPlacementState&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } 204 205 /** 206 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 207 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 208 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 209 * sessions (if requested) have been successfully created. Values for 210 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 211 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 212 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 213 * game session was not successfully created before the time limit expired. You can 214 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 215 * GameLift is not able to complete the process of placing the game session. Common 216 * reasons are the game session terminated before the placement process was 217 * completed, or an unexpected internal error.</p> </li> </ul> 218 */ WithStatus(const GameSessionPlacementState & value)219 inline GameSessionPlacement& WithStatus(const GameSessionPlacementState& value) { SetStatus(value); return *this;} 220 221 /** 222 * <p>Current status of the game session placement request.</p> <ul> <li> <p> 223 * <b>PENDING</b> -- The placement request is currently in the queue waiting to be 224 * processed.</p> </li> <li> <p> <b>FULFILLED</b> -- A new game session and player 225 * sessions (if requested) have been successfully created. Values for 226 * <i>GameSessionArn</i> and <i>GameSessionRegion</i> are available. </p> </li> 227 * <li> <p> <b>CANCELLED</b> -- The placement request was canceled with a call to 228 * <a>StopGameSessionPlacement</a>.</p> </li> <li> <p> <b>TIMED_OUT</b> -- A new 229 * game session was not successfully created before the time limit expired. You can 230 * resubmit the placement request as needed.</p> </li> <li> <p> <b>FAILED</b> -- 231 * GameLift is not able to complete the process of placing the game session. Common 232 * reasons are the game session terminated before the placement process was 233 * completed, or an unexpected internal error.</p> </li> </ul> 234 */ WithStatus(GameSessionPlacementState && value)235 inline GameSessionPlacement& WithStatus(GameSessionPlacementState&& value) { SetStatus(std::move(value)); return *this;} 236 237 238 /** 239 * <p>A set of custom properties for a game session, formatted as key:value pairs. 240 * These properties are passed to a game server process in the <a>GameSession</a> 241 * object with a request to start a new game session (see <a 242 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 243 * a Game Session</a>).</p> 244 */ GetGameProperties()245 inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; } 246 247 /** 248 * <p>A set of custom properties for a game session, formatted as key:value pairs. 249 * These properties are passed to a game server process in the <a>GameSession</a> 250 * object with a request to start a new game session (see <a 251 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 252 * a Game Session</a>).</p> 253 */ GamePropertiesHasBeenSet()254 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } 255 256 /** 257 * <p>A set of custom properties for a game session, formatted as key:value pairs. 258 * These properties are passed to a game server process in the <a>GameSession</a> 259 * object with a request to start a new game session (see <a 260 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 261 * a Game Session</a>).</p> 262 */ SetGameProperties(const Aws::Vector<GameProperty> & value)263 inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; } 264 265 /** 266 * <p>A set of custom properties for a game session, formatted as key:value pairs. 267 * These properties are passed to a game server process in the <a>GameSession</a> 268 * object with a request to start a new game session (see <a 269 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 270 * a Game Session</a>).</p> 271 */ SetGameProperties(Aws::Vector<GameProperty> && value)272 inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); } 273 274 /** 275 * <p>A set of custom properties for a game session, formatted as key:value pairs. 276 * These properties are passed to a game server process in the <a>GameSession</a> 277 * object with a request to start a new game session (see <a 278 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 279 * a Game Session</a>).</p> 280 */ WithGameProperties(const Aws::Vector<GameProperty> & value)281 inline GameSessionPlacement& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;} 282 283 /** 284 * <p>A set of custom properties for a game session, formatted as key:value pairs. 285 * These properties are passed to a game server process in the <a>GameSession</a> 286 * object with a request to start a new game session (see <a 287 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 288 * a Game Session</a>).</p> 289 */ WithGameProperties(Aws::Vector<GameProperty> && value)290 inline GameSessionPlacement& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;} 291 292 /** 293 * <p>A set of custom properties for a game session, formatted as key:value pairs. 294 * These properties are passed to a game server process in the <a>GameSession</a> 295 * object with a request to start a new game session (see <a 296 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 297 * a Game Session</a>).</p> 298 */ AddGameProperties(const GameProperty & value)299 inline GameSessionPlacement& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } 300 301 /** 302 * <p>A set of custom properties for a game session, formatted as key:value pairs. 303 * These properties are passed to a game server process in the <a>GameSession</a> 304 * object with a request to start a new game session (see <a 305 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 306 * a Game Session</a>).</p> 307 */ AddGameProperties(GameProperty && value)308 inline GameSessionPlacement& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } 309 310 311 /** 312 * <p>The maximum number of players that can be connected simultaneously to the 313 * game session.</p> 314 */ GetMaximumPlayerSessionCount()315 inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } 316 317 /** 318 * <p>The maximum number of players that can be connected simultaneously to the 319 * game session.</p> 320 */ MaximumPlayerSessionCountHasBeenSet()321 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } 322 323 /** 324 * <p>The maximum number of players that can be connected simultaneously to the 325 * game session.</p> 326 */ SetMaximumPlayerSessionCount(int value)327 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } 328 329 /** 330 * <p>The maximum number of players that can be connected simultaneously to the 331 * game session.</p> 332 */ WithMaximumPlayerSessionCount(int value)333 inline GameSessionPlacement& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} 334 335 336 /** 337 * <p>A descriptive label that is associated with a game session. Session names do 338 * not need to be unique.</p> 339 */ GetGameSessionName()340 inline const Aws::String& GetGameSessionName() const{ return m_gameSessionName; } 341 342 /** 343 * <p>A descriptive label that is associated with a game session. Session names do 344 * not need to be unique.</p> 345 */ GameSessionNameHasBeenSet()346 inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; } 347 348 /** 349 * <p>A descriptive label that is associated with a game session. Session names do 350 * not need to be unique.</p> 351 */ SetGameSessionName(const Aws::String & value)352 inline void SetGameSessionName(const Aws::String& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = value; } 353 354 /** 355 * <p>A descriptive label that is associated with a game session. Session names do 356 * not need to be unique.</p> 357 */ SetGameSessionName(Aws::String && value)358 inline void SetGameSessionName(Aws::String&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::move(value); } 359 360 /** 361 * <p>A descriptive label that is associated with a game session. Session names do 362 * not need to be unique.</p> 363 */ SetGameSessionName(const char * value)364 inline void SetGameSessionName(const char* value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName.assign(value); } 365 366 /** 367 * <p>A descriptive label that is associated with a game session. Session names do 368 * not need to be unique.</p> 369 */ WithGameSessionName(const Aws::String & value)370 inline GameSessionPlacement& WithGameSessionName(const Aws::String& value) { SetGameSessionName(value); return *this;} 371 372 /** 373 * <p>A descriptive label that is associated with a game session. Session names do 374 * not need to be unique.</p> 375 */ WithGameSessionName(Aws::String && value)376 inline GameSessionPlacement& WithGameSessionName(Aws::String&& value) { SetGameSessionName(std::move(value)); return *this;} 377 378 /** 379 * <p>A descriptive label that is associated with a game session. Session names do 380 * not need to be unique.</p> 381 */ WithGameSessionName(const char * value)382 inline GameSessionPlacement& WithGameSessionName(const char* value) { SetGameSessionName(value); return *this;} 383 384 385 /** 386 * <p>A unique identifier for the game session. This value is set once the new game 387 * session is placed (placement status is <code>FULFILLED</code>).</p> 388 */ GetGameSessionId()389 inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } 390 391 /** 392 * <p>A unique identifier for the game session. This value is set once the new game 393 * session is placed (placement status is <code>FULFILLED</code>).</p> 394 */ GameSessionIdHasBeenSet()395 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } 396 397 /** 398 * <p>A unique identifier for the game session. This value is set once the new game 399 * session is placed (placement status is <code>FULFILLED</code>).</p> 400 */ SetGameSessionId(const Aws::String & value)401 inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } 402 403 /** 404 * <p>A unique identifier for the game session. This value is set once the new game 405 * session is placed (placement status is <code>FULFILLED</code>).</p> 406 */ SetGameSessionId(Aws::String && value)407 inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } 408 409 /** 410 * <p>A unique identifier for the game session. This value is set once the new game 411 * session is placed (placement status is <code>FULFILLED</code>).</p> 412 */ SetGameSessionId(const char * value)413 inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } 414 415 /** 416 * <p>A unique identifier for the game session. This value is set once the new game 417 * session is placed (placement status is <code>FULFILLED</code>).</p> 418 */ WithGameSessionId(const Aws::String & value)419 inline GameSessionPlacement& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} 420 421 /** 422 * <p>A unique identifier for the game session. This value is set once the new game 423 * session is placed (placement status is <code>FULFILLED</code>).</p> 424 */ WithGameSessionId(Aws::String && value)425 inline GameSessionPlacement& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} 426 427 /** 428 * <p>A unique identifier for the game session. This value is set once the new game 429 * session is placed (placement status is <code>FULFILLED</code>).</p> 430 */ WithGameSessionId(const char * value)431 inline GameSessionPlacement& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} 432 433 434 /** 435 * <p>Identifier for the game session created by this placement request. This value 436 * is set once the new game session is placed (placement status is 437 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 438 * use this value as a <code>GameSessionId</code> value as needed.</p> 439 */ GetGameSessionArn()440 inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } 441 442 /** 443 * <p>Identifier for the game session created by this placement request. This value 444 * is set once the new game session is placed (placement status is 445 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 446 * use this value as a <code>GameSessionId</code> value as needed.</p> 447 */ GameSessionArnHasBeenSet()448 inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } 449 450 /** 451 * <p>Identifier for the game session created by this placement request. This value 452 * is set once the new game session is placed (placement status is 453 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 454 * use this value as a <code>GameSessionId</code> value as needed.</p> 455 */ SetGameSessionArn(const Aws::String & value)456 inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; } 457 458 /** 459 * <p>Identifier for the game session created by this placement request. This value 460 * is set once the new game session is placed (placement status is 461 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 462 * use this value as a <code>GameSessionId</code> value as needed.</p> 463 */ SetGameSessionArn(Aws::String && value)464 inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); } 465 466 /** 467 * <p>Identifier for the game session created by this placement request. This value 468 * is set once the new game session is placed (placement status is 469 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 470 * use this value as a <code>GameSessionId</code> value as needed.</p> 471 */ SetGameSessionArn(const char * value)472 inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); } 473 474 /** 475 * <p>Identifier for the game session created by this placement request. This value 476 * is set once the new game session is placed (placement status is 477 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 478 * use this value as a <code>GameSessionId</code> value as needed.</p> 479 */ WithGameSessionArn(const Aws::String & value)480 inline GameSessionPlacement& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} 481 482 /** 483 * <p>Identifier for the game session created by this placement request. This value 484 * is set once the new game session is placed (placement status is 485 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 486 * use this value as a <code>GameSessionId</code> value as needed.</p> 487 */ WithGameSessionArn(Aws::String && value)488 inline GameSessionPlacement& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;} 489 490 /** 491 * <p>Identifier for the game session created by this placement request. This value 492 * is set once the new game session is placed (placement status is 493 * <code>FULFILLED</code>). This identifier is unique across all Regions. You can 494 * use this value as a <code>GameSessionId</code> value as needed.</p> 495 */ WithGameSessionArn(const char * value)496 inline GameSessionPlacement& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;} 497 498 499 /** 500 * <p>Name of the Region where the game session created by this placement request 501 * is running. This value is set once the new game session is placed (placement 502 * status is <code>FULFILLED</code>).</p> 503 */ GetGameSessionRegion()504 inline const Aws::String& GetGameSessionRegion() const{ return m_gameSessionRegion; } 505 506 /** 507 * <p>Name of the Region where the game session created by this placement request 508 * is running. This value is set once the new game session is placed (placement 509 * status is <code>FULFILLED</code>).</p> 510 */ GameSessionRegionHasBeenSet()511 inline bool GameSessionRegionHasBeenSet() const { return m_gameSessionRegionHasBeenSet; } 512 513 /** 514 * <p>Name of the Region where the game session created by this placement request 515 * is running. This value is set once the new game session is placed (placement 516 * status is <code>FULFILLED</code>).</p> 517 */ SetGameSessionRegion(const Aws::String & value)518 inline void SetGameSessionRegion(const Aws::String& value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion = value; } 519 520 /** 521 * <p>Name of the Region where the game session created by this placement request 522 * is running. This value is set once the new game session is placed (placement 523 * status is <code>FULFILLED</code>).</p> 524 */ SetGameSessionRegion(Aws::String && value)525 inline void SetGameSessionRegion(Aws::String&& value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion = std::move(value); } 526 527 /** 528 * <p>Name of the Region where the game session created by this placement request 529 * is running. This value is set once the new game session is placed (placement 530 * status is <code>FULFILLED</code>).</p> 531 */ SetGameSessionRegion(const char * value)532 inline void SetGameSessionRegion(const char* value) { m_gameSessionRegionHasBeenSet = true; m_gameSessionRegion.assign(value); } 533 534 /** 535 * <p>Name of the Region where the game session created by this placement request 536 * is running. This value is set once the new game session is placed (placement 537 * status is <code>FULFILLED</code>).</p> 538 */ WithGameSessionRegion(const Aws::String & value)539 inline GameSessionPlacement& WithGameSessionRegion(const Aws::String& value) { SetGameSessionRegion(value); return *this;} 540 541 /** 542 * <p>Name of the Region where the game session created by this placement request 543 * is running. This value is set once the new game session is placed (placement 544 * status is <code>FULFILLED</code>).</p> 545 */ WithGameSessionRegion(Aws::String && value)546 inline GameSessionPlacement& WithGameSessionRegion(Aws::String&& value) { SetGameSessionRegion(std::move(value)); return *this;} 547 548 /** 549 * <p>Name of the Region where the game session created by this placement request 550 * is running. This value is set once the new game session is placed (placement 551 * status is <code>FULFILLED</code>).</p> 552 */ WithGameSessionRegion(const char * value)553 inline GameSessionPlacement& WithGameSessionRegion(const char* value) { SetGameSessionRegion(value); return *this;} 554 555 556 /** 557 * <p>A set of values, expressed in milliseconds, that indicates the amount of 558 * latency that a player experiences when connected to AWS Regions.</p> 559 */ GetPlayerLatencies()560 inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const{ return m_playerLatencies; } 561 562 /** 563 * <p>A set of values, expressed in milliseconds, that indicates the amount of 564 * latency that a player experiences when connected to AWS Regions.</p> 565 */ PlayerLatenciesHasBeenSet()566 inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; } 567 568 /** 569 * <p>A set of values, expressed in milliseconds, that indicates the amount of 570 * latency that a player experiences when connected to AWS Regions.</p> 571 */ SetPlayerLatencies(const Aws::Vector<PlayerLatency> & value)572 inline void SetPlayerLatencies(const Aws::Vector<PlayerLatency>& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = value; } 573 574 /** 575 * <p>A set of values, expressed in milliseconds, that indicates the amount of 576 * latency that a player experiences when connected to AWS Regions.</p> 577 */ SetPlayerLatencies(Aws::Vector<PlayerLatency> && value)578 inline void SetPlayerLatencies(Aws::Vector<PlayerLatency>&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = std::move(value); } 579 580 /** 581 * <p>A set of values, expressed in milliseconds, that indicates the amount of 582 * latency that a player experiences when connected to AWS Regions.</p> 583 */ WithPlayerLatencies(const Aws::Vector<PlayerLatency> & value)584 inline GameSessionPlacement& WithPlayerLatencies(const Aws::Vector<PlayerLatency>& value) { SetPlayerLatencies(value); return *this;} 585 586 /** 587 * <p>A set of values, expressed in milliseconds, that indicates the amount of 588 * latency that a player experiences when connected to AWS Regions.</p> 589 */ WithPlayerLatencies(Aws::Vector<PlayerLatency> && value)590 inline GameSessionPlacement& WithPlayerLatencies(Aws::Vector<PlayerLatency>&& value) { SetPlayerLatencies(std::move(value)); return *this;} 591 592 /** 593 * <p>A set of values, expressed in milliseconds, that indicates the amount of 594 * latency that a player experiences when connected to AWS Regions.</p> 595 */ AddPlayerLatencies(const PlayerLatency & value)596 inline GameSessionPlacement& AddPlayerLatencies(const PlayerLatency& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(value); return *this; } 597 598 /** 599 * <p>A set of values, expressed in milliseconds, that indicates the amount of 600 * latency that a player experiences when connected to AWS Regions.</p> 601 */ AddPlayerLatencies(PlayerLatency && value)602 inline GameSessionPlacement& AddPlayerLatencies(PlayerLatency&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(std::move(value)); return *this; } 603 604 605 /** 606 * <p>Time stamp indicating when this request was placed in the queue. Format is a 607 * number expressed in Unix time as milliseconds (for example 608 * <code>"1469498468.057"</code>).</p> 609 */ GetStartTime()610 inline const Aws::Utils::DateTime& GetStartTime() const{ return m_startTime; } 611 612 /** 613 * <p>Time stamp indicating when this request was placed in the queue. Format is a 614 * number expressed in Unix time as milliseconds (for example 615 * <code>"1469498468.057"</code>).</p> 616 */ StartTimeHasBeenSet()617 inline bool StartTimeHasBeenSet() const { return m_startTimeHasBeenSet; } 618 619 /** 620 * <p>Time stamp indicating when this request was placed in the queue. Format is a 621 * number expressed in Unix time as milliseconds (for example 622 * <code>"1469498468.057"</code>).</p> 623 */ SetStartTime(const Aws::Utils::DateTime & value)624 inline void SetStartTime(const Aws::Utils::DateTime& value) { m_startTimeHasBeenSet = true; m_startTime = value; } 625 626 /** 627 * <p>Time stamp indicating when this request was placed in the queue. Format is a 628 * number expressed in Unix time as milliseconds (for example 629 * <code>"1469498468.057"</code>).</p> 630 */ SetStartTime(Aws::Utils::DateTime && value)631 inline void SetStartTime(Aws::Utils::DateTime&& value) { m_startTimeHasBeenSet = true; m_startTime = std::move(value); } 632 633 /** 634 * <p>Time stamp indicating when this request was placed in the queue. Format is a 635 * number expressed in Unix time as milliseconds (for example 636 * <code>"1469498468.057"</code>).</p> 637 */ WithStartTime(const Aws::Utils::DateTime & value)638 inline GameSessionPlacement& WithStartTime(const Aws::Utils::DateTime& value) { SetStartTime(value); return *this;} 639 640 /** 641 * <p>Time stamp indicating when this request was placed in the queue. Format is a 642 * number expressed in Unix time as milliseconds (for example 643 * <code>"1469498468.057"</code>).</p> 644 */ WithStartTime(Aws::Utils::DateTime && value)645 inline GameSessionPlacement& WithStartTime(Aws::Utils::DateTime&& value) { SetStartTime(std::move(value)); return *this;} 646 647 648 /** 649 * <p>Time stamp indicating when this request was completed, canceled, or timed 650 * out.</p> 651 */ GetEndTime()652 inline const Aws::Utils::DateTime& GetEndTime() const{ return m_endTime; } 653 654 /** 655 * <p>Time stamp indicating when this request was completed, canceled, or timed 656 * out.</p> 657 */ EndTimeHasBeenSet()658 inline bool EndTimeHasBeenSet() const { return m_endTimeHasBeenSet; } 659 660 /** 661 * <p>Time stamp indicating when this request was completed, canceled, or timed 662 * out.</p> 663 */ SetEndTime(const Aws::Utils::DateTime & value)664 inline void SetEndTime(const Aws::Utils::DateTime& value) { m_endTimeHasBeenSet = true; m_endTime = value; } 665 666 /** 667 * <p>Time stamp indicating when this request was completed, canceled, or timed 668 * out.</p> 669 */ SetEndTime(Aws::Utils::DateTime && value)670 inline void SetEndTime(Aws::Utils::DateTime&& value) { m_endTimeHasBeenSet = true; m_endTime = std::move(value); } 671 672 /** 673 * <p>Time stamp indicating when this request was completed, canceled, or timed 674 * out.</p> 675 */ WithEndTime(const Aws::Utils::DateTime & value)676 inline GameSessionPlacement& WithEndTime(const Aws::Utils::DateTime& value) { SetEndTime(value); return *this;} 677 678 /** 679 * <p>Time stamp indicating when this request was completed, canceled, or timed 680 * out.</p> 681 */ WithEndTime(Aws::Utils::DateTime && value)682 inline GameSessionPlacement& WithEndTime(Aws::Utils::DateTime&& value) { SetEndTime(std::move(value)); return *this;} 683 684 685 /** 686 * <p>The IP address of the game session. To connect to a GameLift game server, an 687 * app needs both the IP address and port number. This value is set once the new 688 * game session is placed (placement status is <code>FULFILLED</code>). </p> 689 */ GetIpAddress()690 inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } 691 692 /** 693 * <p>The IP address of the game session. To connect to a GameLift game server, an 694 * app needs both the IP address and port number. This value is set once the new 695 * game session is placed (placement status is <code>FULFILLED</code>). </p> 696 */ IpAddressHasBeenSet()697 inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } 698 699 /** 700 * <p>The IP address of the game session. To connect to a GameLift game server, an 701 * app needs both the IP address and port number. This value is set once the new 702 * game session is placed (placement status is <code>FULFILLED</code>). </p> 703 */ SetIpAddress(const Aws::String & value)704 inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } 705 706 /** 707 * <p>The IP address of the game session. To connect to a GameLift game server, an 708 * app needs both the IP address and port number. This value is set once the new 709 * game session is placed (placement status is <code>FULFILLED</code>). </p> 710 */ SetIpAddress(Aws::String && value)711 inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } 712 713 /** 714 * <p>The IP address of the game session. To connect to a GameLift game server, an 715 * app needs both the IP address and port number. This value is set once the new 716 * game session is placed (placement status is <code>FULFILLED</code>). </p> 717 */ SetIpAddress(const char * value)718 inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } 719 720 /** 721 * <p>The IP address of the game session. To connect to a GameLift game server, an 722 * app needs both the IP address and port number. This value is set once the new 723 * game session is placed (placement status is <code>FULFILLED</code>). </p> 724 */ WithIpAddress(const Aws::String & value)725 inline GameSessionPlacement& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} 726 727 /** 728 * <p>The IP address of the game session. To connect to a GameLift game server, an 729 * app needs both the IP address and port number. This value is set once the new 730 * game session is placed (placement status is <code>FULFILLED</code>). </p> 731 */ WithIpAddress(Aws::String && value)732 inline GameSessionPlacement& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} 733 734 /** 735 * <p>The IP address of the game session. To connect to a GameLift game server, an 736 * app needs both the IP address and port number. This value is set once the new 737 * game session is placed (placement status is <code>FULFILLED</code>). </p> 738 */ WithIpAddress(const char * value)739 inline GameSessionPlacement& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} 740 741 742 /** 743 * <p>The DNS identifier assigned to the instance that is running the game session. 744 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 745 * <code><unique identifier>.<region 746 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 747 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 748 * <a 749 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 750 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 751 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 752 * the IP address.</p> 753 */ GetDnsName()754 inline const Aws::String& GetDnsName() const{ return m_dnsName; } 755 756 /** 757 * <p>The DNS identifier assigned to the instance that is running the game session. 758 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 759 * <code><unique identifier>.<region 760 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 761 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 762 * <a 763 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 764 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 765 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 766 * the IP address.</p> 767 */ DnsNameHasBeenSet()768 inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } 769 770 /** 771 * <p>The DNS identifier assigned to the instance that is running the game session. 772 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 773 * <code><unique identifier>.<region 774 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 775 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 776 * <a 777 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 778 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 779 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 780 * the IP address.</p> 781 */ SetDnsName(const Aws::String & value)782 inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } 783 784 /** 785 * <p>The DNS identifier assigned to the instance that is running the game session. 786 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 787 * <code><unique identifier>.<region 788 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 789 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 790 * <a 791 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 792 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 793 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 794 * the IP address.</p> 795 */ SetDnsName(Aws::String && value)796 inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } 797 798 /** 799 * <p>The DNS identifier assigned to the instance that is running the game session. 800 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 801 * <code><unique identifier>.<region 802 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 803 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 804 * <a 805 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 806 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 807 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 808 * the IP address.</p> 809 */ SetDnsName(const char * value)810 inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } 811 812 /** 813 * <p>The DNS identifier assigned to the instance that is running the game session. 814 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 815 * <code><unique identifier>.<region 816 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 817 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 818 * <a 819 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 820 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 821 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 822 * the IP address.</p> 823 */ WithDnsName(const Aws::String & value)824 inline GameSessionPlacement& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} 825 826 /** 827 * <p>The DNS identifier assigned to the instance that is running the game session. 828 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 829 * <code><unique identifier>.<region 830 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 831 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 832 * <a 833 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 834 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 835 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 836 * the IP address.</p> 837 */ WithDnsName(Aws::String && value)838 inline GameSessionPlacement& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} 839 840 /** 841 * <p>The DNS identifier assigned to the instance that is running the game session. 842 * Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets: 843 * <code><unique identifier>.<region 844 * identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled 845 * fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See 846 * <a 847 * href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon 848 * EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game 849 * session that is running on a TLS-enabled fleet, you must use the DNS name, not 850 * the IP address.</p> 851 */ WithDnsName(const char * value)852 inline GameSessionPlacement& WithDnsName(const char* value) { SetDnsName(value); return *this;} 853 854 855 /** 856 * <p>The port number for the game session. To connect to a GameLift game server, 857 * an app needs both the IP address and port number. This value is set once the new 858 * game session is placed (placement status is <code>FULFILLED</code>).</p> 859 */ GetPort()860 inline int GetPort() const{ return m_port; } 861 862 /** 863 * <p>The port number for the game session. To connect to a GameLift game server, 864 * an app needs both the IP address and port number. This value is set once the new 865 * game session is placed (placement status is <code>FULFILLED</code>).</p> 866 */ PortHasBeenSet()867 inline bool PortHasBeenSet() const { return m_portHasBeenSet; } 868 869 /** 870 * <p>The port number for the game session. To connect to a GameLift game server, 871 * an app needs both the IP address and port number. This value is set once the new 872 * game session is placed (placement status is <code>FULFILLED</code>).</p> 873 */ SetPort(int value)874 inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } 875 876 /** 877 * <p>The port number for the game session. To connect to a GameLift game server, 878 * an app needs both the IP address and port number. This value is set once the new 879 * game session is placed (placement status is <code>FULFILLED</code>).</p> 880 */ WithPort(int value)881 inline GameSessionPlacement& WithPort(int value) { SetPort(value); return *this;} 882 883 884 /** 885 * <p>A collection of information on player sessions created in response to the 886 * game session placement request. These player sessions are created only once a 887 * new game session is successfully placed (placement status is 888 * <code>FULFILLED</code>). This information includes the player ID (as provided in 889 * the placement request) and the corresponding player session ID. Retrieve full 890 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 891 * ID.</p> 892 */ GetPlacedPlayerSessions()893 inline const Aws::Vector<PlacedPlayerSession>& GetPlacedPlayerSessions() const{ return m_placedPlayerSessions; } 894 895 /** 896 * <p>A collection of information on player sessions created in response to the 897 * game session placement request. These player sessions are created only once a 898 * new game session is successfully placed (placement status is 899 * <code>FULFILLED</code>). This information includes the player ID (as provided in 900 * the placement request) and the corresponding player session ID. Retrieve full 901 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 902 * ID.</p> 903 */ PlacedPlayerSessionsHasBeenSet()904 inline bool PlacedPlayerSessionsHasBeenSet() const { return m_placedPlayerSessionsHasBeenSet; } 905 906 /** 907 * <p>A collection of information on player sessions created in response to the 908 * game session placement request. These player sessions are created only once a 909 * new game session is successfully placed (placement status is 910 * <code>FULFILLED</code>). This information includes the player ID (as provided in 911 * the placement request) and the corresponding player session ID. Retrieve full 912 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 913 * ID.</p> 914 */ SetPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession> & value)915 inline void SetPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession>& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions = value; } 916 917 /** 918 * <p>A collection of information on player sessions created in response to the 919 * game session placement request. These player sessions are created only once a 920 * new game session is successfully placed (placement status is 921 * <code>FULFILLED</code>). This information includes the player ID (as provided in 922 * the placement request) and the corresponding player session ID. Retrieve full 923 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 924 * ID.</p> 925 */ SetPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession> && value)926 inline void SetPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession>&& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions = std::move(value); } 927 928 /** 929 * <p>A collection of information on player sessions created in response to the 930 * game session placement request. These player sessions are created only once a 931 * new game session is successfully placed (placement status is 932 * <code>FULFILLED</code>). This information includes the player ID (as provided in 933 * the placement request) and the corresponding player session ID. Retrieve full 934 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 935 * ID.</p> 936 */ WithPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession> & value)937 inline GameSessionPlacement& WithPlacedPlayerSessions(const Aws::Vector<PlacedPlayerSession>& value) { SetPlacedPlayerSessions(value); return *this;} 938 939 /** 940 * <p>A collection of information on player sessions created in response to the 941 * game session placement request. These player sessions are created only once a 942 * new game session is successfully placed (placement status is 943 * <code>FULFILLED</code>). This information includes the player ID (as provided in 944 * the placement request) and the corresponding player session ID. Retrieve full 945 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 946 * ID.</p> 947 */ WithPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession> && value)948 inline GameSessionPlacement& WithPlacedPlayerSessions(Aws::Vector<PlacedPlayerSession>&& value) { SetPlacedPlayerSessions(std::move(value)); return *this;} 949 950 /** 951 * <p>A collection of information on player sessions created in response to the 952 * game session placement request. These player sessions are created only once a 953 * new game session is successfully placed (placement status is 954 * <code>FULFILLED</code>). This information includes the player ID (as provided in 955 * the placement request) and the corresponding player session ID. Retrieve full 956 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 957 * ID.</p> 958 */ AddPlacedPlayerSessions(const PlacedPlayerSession & value)959 inline GameSessionPlacement& AddPlacedPlayerSessions(const PlacedPlayerSession& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions.push_back(value); return *this; } 960 961 /** 962 * <p>A collection of information on player sessions created in response to the 963 * game session placement request. These player sessions are created only once a 964 * new game session is successfully placed (placement status is 965 * <code>FULFILLED</code>). This information includes the player ID (as provided in 966 * the placement request) and the corresponding player session ID. Retrieve full 967 * player sessions by calling <a>DescribePlayerSessions</a> with the player session 968 * ID.</p> 969 */ AddPlacedPlayerSessions(PlacedPlayerSession && value)970 inline GameSessionPlacement& AddPlacedPlayerSessions(PlacedPlayerSession&& value) { m_placedPlayerSessionsHasBeenSet = true; m_placedPlayerSessions.push_back(std::move(value)); return *this; } 971 972 973 /** 974 * <p>A set of custom game session properties, formatted as a single string value. 975 * This data is passed to a game server process in the <a>GameSession</a> object 976 * with a request to start a new game session (see <a 977 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 978 * a Game Session</a>).</p> 979 */ GetGameSessionData()980 inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; } 981 982 /** 983 * <p>A set of custom game session properties, formatted as a single string value. 984 * This data is passed to a game server process in the <a>GameSession</a> object 985 * with a request to start a new game session (see <a 986 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 987 * a Game Session</a>).</p> 988 */ GameSessionDataHasBeenSet()989 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } 990 991 /** 992 * <p>A set of custom game session properties, formatted as a single string value. 993 * This data is passed to a game server process in the <a>GameSession</a> object 994 * with a request to start a new game session (see <a 995 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 996 * a Game Session</a>).</p> 997 */ SetGameSessionData(const Aws::String & value)998 inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } 999 1000 /** 1001 * <p>A set of custom game session properties, formatted as a single string value. 1002 * This data is passed to a game server process in the <a>GameSession</a> object 1003 * with a request to start a new game session (see <a 1004 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 1005 * a Game Session</a>).</p> 1006 */ SetGameSessionData(Aws::String && value)1007 inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } 1008 1009 /** 1010 * <p>A set of custom game session properties, formatted as a single string value. 1011 * This data is passed to a game server process in the <a>GameSession</a> object 1012 * with a request to start a new game session (see <a 1013 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 1014 * a Game Session</a>).</p> 1015 */ SetGameSessionData(const char * value)1016 inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } 1017 1018 /** 1019 * <p>A set of custom game session properties, formatted as a single string value. 1020 * This data is passed to a game server process in the <a>GameSession</a> object 1021 * with a request to start a new game session (see <a 1022 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 1023 * a Game Session</a>).</p> 1024 */ WithGameSessionData(const Aws::String & value)1025 inline GameSessionPlacement& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} 1026 1027 /** 1028 * <p>A set of custom game session properties, formatted as a single string value. 1029 * This data is passed to a game server process in the <a>GameSession</a> object 1030 * with a request to start a new game session (see <a 1031 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 1032 * a Game Session</a>).</p> 1033 */ WithGameSessionData(Aws::String && value)1034 inline GameSessionPlacement& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} 1035 1036 /** 1037 * <p>A set of custom game session properties, formatted as a single string value. 1038 * This data is passed to a game server process in the <a>GameSession</a> object 1039 * with a request to start a new game session (see <a 1040 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start 1041 * a Game Session</a>).</p> 1042 */ WithGameSessionData(const char * value)1043 inline GameSessionPlacement& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} 1044 1045 1046 /** 1047 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1048 * formatted as a string. It identifies the matchmaking configuration used to 1049 * create the match, and contains data on all players assigned to the match, 1050 * including player attributes and team assignments. For more details on matchmaker 1051 * data, see <a 1052 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1053 * Data</a>.</p> 1054 */ GetMatchmakerData()1055 inline const Aws::String& GetMatchmakerData() const{ return m_matchmakerData; } 1056 1057 /** 1058 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1059 * formatted as a string. It identifies the matchmaking configuration used to 1060 * create the match, and contains data on all players assigned to the match, 1061 * including player attributes and team assignments. For more details on matchmaker 1062 * data, see <a 1063 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1064 * Data</a>.</p> 1065 */ MatchmakerDataHasBeenSet()1066 inline bool MatchmakerDataHasBeenSet() const { return m_matchmakerDataHasBeenSet; } 1067 1068 /** 1069 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1070 * formatted as a string. It identifies the matchmaking configuration used to 1071 * create the match, and contains data on all players assigned to the match, 1072 * including player attributes and team assignments. For more details on matchmaker 1073 * data, see <a 1074 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1075 * Data</a>.</p> 1076 */ SetMatchmakerData(const Aws::String & value)1077 inline void SetMatchmakerData(const Aws::String& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = value; } 1078 1079 /** 1080 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1081 * formatted as a string. It identifies the matchmaking configuration used to 1082 * create the match, and contains data on all players assigned to the match, 1083 * including player attributes and team assignments. For more details on matchmaker 1084 * data, see <a 1085 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1086 * Data</a>.</p> 1087 */ SetMatchmakerData(Aws::String && value)1088 inline void SetMatchmakerData(Aws::String&& value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData = std::move(value); } 1089 1090 /** 1091 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1092 * formatted as a string. It identifies the matchmaking configuration used to 1093 * create the match, and contains data on all players assigned to the match, 1094 * including player attributes and team assignments. For more details on matchmaker 1095 * data, see <a 1096 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1097 * Data</a>.</p> 1098 */ SetMatchmakerData(const char * value)1099 inline void SetMatchmakerData(const char* value) { m_matchmakerDataHasBeenSet = true; m_matchmakerData.assign(value); } 1100 1101 /** 1102 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1103 * formatted as a string. It identifies the matchmaking configuration used to 1104 * create the match, and contains data on all players assigned to the match, 1105 * including player attributes and team assignments. For more details on matchmaker 1106 * data, see <a 1107 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1108 * Data</a>.</p> 1109 */ WithMatchmakerData(const Aws::String & value)1110 inline GameSessionPlacement& WithMatchmakerData(const Aws::String& value) { SetMatchmakerData(value); return *this;} 1111 1112 /** 1113 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1114 * formatted as a string. It identifies the matchmaking configuration used to 1115 * create the match, and contains data on all players assigned to the match, 1116 * including player attributes and team assignments. For more details on matchmaker 1117 * data, see <a 1118 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1119 * Data</a>.</p> 1120 */ WithMatchmakerData(Aws::String && value)1121 inline GameSessionPlacement& WithMatchmakerData(Aws::String&& value) { SetMatchmakerData(std::move(value)); return *this;} 1122 1123 /** 1124 * <p>Information on the matchmaking process for this game. Data is in JSON syntax, 1125 * formatted as a string. It identifies the matchmaking configuration used to 1126 * create the match, and contains data on all players assigned to the match, 1127 * including player attributes and team assignments. For more details on matchmaker 1128 * data, see <a 1129 * href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match 1130 * Data</a>.</p> 1131 */ WithMatchmakerData(const char * value)1132 inline GameSessionPlacement& WithMatchmakerData(const char* value) { SetMatchmakerData(value); return *this;} 1133 1134 private: 1135 1136 Aws::String m_placementId; 1137 bool m_placementIdHasBeenSet; 1138 1139 Aws::String m_gameSessionQueueName; 1140 bool m_gameSessionQueueNameHasBeenSet; 1141 1142 GameSessionPlacementState m_status; 1143 bool m_statusHasBeenSet; 1144 1145 Aws::Vector<GameProperty> m_gameProperties; 1146 bool m_gamePropertiesHasBeenSet; 1147 1148 int m_maximumPlayerSessionCount; 1149 bool m_maximumPlayerSessionCountHasBeenSet; 1150 1151 Aws::String m_gameSessionName; 1152 bool m_gameSessionNameHasBeenSet; 1153 1154 Aws::String m_gameSessionId; 1155 bool m_gameSessionIdHasBeenSet; 1156 1157 Aws::String m_gameSessionArn; 1158 bool m_gameSessionArnHasBeenSet; 1159 1160 Aws::String m_gameSessionRegion; 1161 bool m_gameSessionRegionHasBeenSet; 1162 1163 Aws::Vector<PlayerLatency> m_playerLatencies; 1164 bool m_playerLatenciesHasBeenSet; 1165 1166 Aws::Utils::DateTime m_startTime; 1167 bool m_startTimeHasBeenSet; 1168 1169 Aws::Utils::DateTime m_endTime; 1170 bool m_endTimeHasBeenSet; 1171 1172 Aws::String m_ipAddress; 1173 bool m_ipAddressHasBeenSet; 1174 1175 Aws::String m_dnsName; 1176 bool m_dnsNameHasBeenSet; 1177 1178 int m_port; 1179 bool m_portHasBeenSet; 1180 1181 Aws::Vector<PlacedPlayerSession> m_placedPlayerSessions; 1182 bool m_placedPlayerSessionsHasBeenSet; 1183 1184 Aws::String m_gameSessionData; 1185 bool m_gameSessionDataHasBeenSet; 1186 1187 Aws::String m_matchmakerData; 1188 bool m_matchmakerDataHasBeenSet; 1189 }; 1190 1191 } // namespace Model 1192 } // namespace GameLift 1193 } // namespace Aws 1194