AWS SDK for C++  1.7.266
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::GameSession Class Reference

#include <GameSession.h>

Public Member Functions

 GameSession ()
 
 GameSession (Aws::Utils::Json::JsonView jsonValue)
 
GameSessionoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetGameSessionId () const
 
bool GameSessionIdHasBeenSet () const
 
void SetGameSessionId (const Aws::String &value)
 
void SetGameSessionId (Aws::String &&value)
 
void SetGameSessionId (const char *value)
 
GameSessionWithGameSessionId (const Aws::String &value)
 
GameSessionWithGameSessionId (Aws::String &&value)
 
GameSessionWithGameSessionId (const char *value)
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
GameSessionWithName (const Aws::String &value)
 
GameSessionWithName (Aws::String &&value)
 
GameSessionWithName (const char *value)
 
const Aws::StringGetFleetId () const
 
bool FleetIdHasBeenSet () const
 
void SetFleetId (const Aws::String &value)
 
void SetFleetId (Aws::String &&value)
 
void SetFleetId (const char *value)
 
GameSessionWithFleetId (const Aws::String &value)
 
GameSessionWithFleetId (Aws::String &&value)
 
GameSessionWithFleetId (const char *value)
 
const Aws::StringGetFleetArn () const
 
bool FleetArnHasBeenSet () const
 
void SetFleetArn (const Aws::String &value)
 
void SetFleetArn (Aws::String &&value)
 
void SetFleetArn (const char *value)
 
GameSessionWithFleetArn (const Aws::String &value)
 
GameSessionWithFleetArn (Aws::String &&value)
 
GameSessionWithFleetArn (const char *value)
 
const Aws::Utils::DateTimeGetCreationTime () const
 
bool CreationTimeHasBeenSet () const
 
void SetCreationTime (const Aws::Utils::DateTime &value)
 
void SetCreationTime (Aws::Utils::DateTime &&value)
 
GameSessionWithCreationTime (const Aws::Utils::DateTime &value)
 
GameSessionWithCreationTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetTerminationTime () const
 
bool TerminationTimeHasBeenSet () const
 
void SetTerminationTime (const Aws::Utils::DateTime &value)
 
void SetTerminationTime (Aws::Utils::DateTime &&value)
 
GameSessionWithTerminationTime (const Aws::Utils::DateTime &value)
 
GameSessionWithTerminationTime (Aws::Utils::DateTime &&value)
 
int GetCurrentPlayerSessionCount () const
 
bool CurrentPlayerSessionCountHasBeenSet () const
 
void SetCurrentPlayerSessionCount (int value)
 
GameSessionWithCurrentPlayerSessionCount (int value)
 
int GetMaximumPlayerSessionCount () const
 
bool MaximumPlayerSessionCountHasBeenSet () const
 
void SetMaximumPlayerSessionCount (int value)
 
GameSessionWithMaximumPlayerSessionCount (int value)
 
const GameSessionStatusGetStatus () const
 
bool StatusHasBeenSet () const
 
void SetStatus (const GameSessionStatus &value)
 
void SetStatus (GameSessionStatus &&value)
 
GameSessionWithStatus (const GameSessionStatus &value)
 
GameSessionWithStatus (GameSessionStatus &&value)
 
const GameSessionStatusReasonGetStatusReason () const
 
bool StatusReasonHasBeenSet () const
 
void SetStatusReason (const GameSessionStatusReason &value)
 
void SetStatusReason (GameSessionStatusReason &&value)
 
GameSessionWithStatusReason (const GameSessionStatusReason &value)
 
GameSessionWithStatusReason (GameSessionStatusReason &&value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionWithGameProperties (const Aws::Vector< GameProperty > &value)
 
GameSessionWithGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionAddGameProperties (const GameProperty &value)
 
GameSessionAddGameProperties (GameProperty &&value)
 
const Aws::StringGetIpAddress () const
 
bool IpAddressHasBeenSet () const
 
void SetIpAddress (const Aws::String &value)
 
void SetIpAddress (Aws::String &&value)
 
void SetIpAddress (const char *value)
 
GameSessionWithIpAddress (const Aws::String &value)
 
GameSessionWithIpAddress (Aws::String &&value)
 
GameSessionWithIpAddress (const char *value)
 
const Aws::StringGetDnsName () const
 
bool DnsNameHasBeenSet () const
 
void SetDnsName (const Aws::String &value)
 
void SetDnsName (Aws::String &&value)
 
void SetDnsName (const char *value)
 
GameSessionWithDnsName (const Aws::String &value)
 
GameSessionWithDnsName (Aws::String &&value)
 
GameSessionWithDnsName (const char *value)
 
int GetPort () const
 
bool PortHasBeenSet () const
 
void SetPort (int value)
 
GameSessionWithPort (int value)
 
const PlayerSessionCreationPolicyGetPlayerSessionCreationPolicy () const
 
bool PlayerSessionCreationPolicyHasBeenSet () const
 
void SetPlayerSessionCreationPolicy (const PlayerSessionCreationPolicy &value)
 
void SetPlayerSessionCreationPolicy (PlayerSessionCreationPolicy &&value)
 
GameSessionWithPlayerSessionCreationPolicy (const PlayerSessionCreationPolicy &value)
 
GameSessionWithPlayerSessionCreationPolicy (PlayerSessionCreationPolicy &&value)
 
const Aws::StringGetCreatorId () const
 
bool CreatorIdHasBeenSet () const
 
void SetCreatorId (const Aws::String &value)
 
void SetCreatorId (Aws::String &&value)
 
void SetCreatorId (const char *value)
 
GameSessionWithCreatorId (const Aws::String &value)
 
GameSessionWithCreatorId (Aws::String &&value)
 
GameSessionWithCreatorId (const char *value)
 
const Aws::StringGetGameSessionData () const
 
bool GameSessionDataHasBeenSet () const
 
void SetGameSessionData (const Aws::String &value)
 
void SetGameSessionData (Aws::String &&value)
 
void SetGameSessionData (const char *value)
 
GameSessionWithGameSessionData (const Aws::String &value)
 
GameSessionWithGameSessionData (Aws::String &&value)
 
GameSessionWithGameSessionData (const char *value)
 
const Aws::StringGetMatchmakerData () const
 
bool MatchmakerDataHasBeenSet () const
 
void SetMatchmakerData (const Aws::String &value)
 
void SetMatchmakerData (Aws::String &&value)
 
void SetMatchmakerData (const char *value)
 
GameSessionWithMatchmakerData (const Aws::String &value)
 
GameSessionWithMatchmakerData (Aws::String &&value)
 
GameSessionWithMatchmakerData (const char *value)
 

Detailed Description

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

See Also:

AWS API Reference

Definition at line 59 of file GameSession.h.

Constructor & Destructor Documentation

◆ GameSession() [1/2]

Aws::GameLift::Model::GameSession::GameSession ( )

◆ GameSession() [2/2]

Aws::GameLift::Model::GameSession::GameSession ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ AddGameProperties() [1/2]

GameSession& Aws::GameLift::Model::GameSession::AddGameProperties ( const GameProperty value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 552 of file GameSession.h.

◆ AddGameProperties() [2/2]

GameSession& Aws::GameLift::Model::GameSession::AddGameProperties ( GameProperty &&  value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 562 of file GameSession.h.

◆ CreationTimeHasBeenSet()

bool Aws::GameLift::Model::GameSession::CreationTimeHasBeenSet ( ) const
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 282 of file GameSession.h.

◆ CreatorIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::CreatorIdHasBeenSet ( ) const
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 803 of file GameSession.h.

◆ CurrentPlayerSessionCountHasBeenSet()

bool Aws::GameLift::Model::GameSession::CurrentPlayerSessionCountHasBeenSet ( ) const
inline

Number of players currently in the game session.

Definition at line 360 of file GameSession.h.

◆ DnsNameHasBeenSet()

bool Aws::GameLift::Model::GameSession::DnsNameHasBeenSet ( ) const
inline

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.

Definition at line 648 of file GameSession.h.

◆ FleetArnHasBeenSet()

bool Aws::GameLift::Model::GameSession::FleetArnHasBeenSet ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 227 of file GameSession.h.

◆ FleetIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::FleetIdHasBeenSet ( ) const
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 182 of file GameSession.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::GameSession::GamePropertiesHasBeenSet ( ) const
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 502 of file GameSession.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::GameSession::GameSessionDataHasBeenSet ( ) const
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 864 of file GameSession.h.

◆ GameSessionIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::GameSessionIdHasBeenSet ( ) const
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 80 of file GameSession.h.

◆ GetCreationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSession::GetCreationTime ( ) const
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 276 of file GameSession.h.

◆ GetCreatorId()

const Aws::String& Aws::GameLift::Model::GameSession::GetCreatorId ( ) const
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 796 of file GameSession.h.

◆ GetCurrentPlayerSessionCount()

int Aws::GameLift::Model::GameSession::GetCurrentPlayerSessionCount ( ) const
inline

Number of players currently in the game session.

Definition at line 355 of file GameSession.h.

◆ GetDnsName()

const Aws::String& Aws::GameLift::Model::GameSession::GetDnsName ( ) const
inline

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.

Definition at line 634 of file GameSession.h.

◆ GetFleetArn()

const Aws::String& Aws::GameLift::Model::GameSession::GetFleetArn ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 220 of file GameSession.h.

◆ GetFleetId()

const Aws::String& Aws::GameLift::Model::GameSession::GetFleetId ( ) const
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 177 of file GameSession.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::GameSession::GetGameProperties ( ) const
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 492 of file GameSession.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::GameSession::GetGameSessionData ( ) const
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 855 of file GameSession.h.

◆ GetGameSessionId()

const Aws::String& Aws::GameLift::Model::GameSession::GetGameSessionId ( ) const
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 73 of file GameSession.h.

◆ GetIpAddress()

const Aws::String& Aws::GameLift::Model::GameSession::GetIpAddress ( ) const
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 570 of file GameSession.h.

◆ GetMatchmakerData()

const Aws::String& Aws::GameLift::Model::GameSession::GetMatchmakerData ( ) const
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 932 of file GameSession.h.

◆ GetMaximumPlayerSessionCount()

int Aws::GameLift::Model::GameSession::GetMaximumPlayerSessionCount ( ) const
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 377 of file GameSession.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::GameSession::GetName ( ) const
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 129 of file GameSession.h.

◆ GetPlayerSessionCreationPolicy()

const PlayerSessionCreationPolicy& Aws::GameLift::Model::GameSession::GetPlayerSessionCreationPolicy ( ) const
inline

Indicates whether or not the game session is accepting new players.

Definition at line 763 of file GameSession.h.

◆ GetPort()

int Aws::GameLift::Model::GameSession::GetPort ( ) const
inline

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

Definition at line 739 of file GameSession.h.

◆ GetStatus()

const GameSessionStatus& Aws::GameLift::Model::GameSession::GetStatus ( ) const
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 402 of file GameSession.h.

◆ GetStatusReason()

const GameSessionStatusReason& Aws::GameLift::Model::GameSession::GetStatusReason ( ) const
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 441 of file GameSession.h.

◆ GetTerminationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSession::GetTerminationTime ( ) const
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 314 of file GameSession.h.

◆ IpAddressHasBeenSet()

bool Aws::GameLift::Model::GameSession::IpAddressHasBeenSet ( ) const
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 577 of file GameSession.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::GameLift::Model::GameSession::Jsonize ( ) const

◆ MatchmakerDataHasBeenSet()

bool Aws::GameLift::Model::GameSession::MatchmakerDataHasBeenSet ( ) const
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 945 of file GameSession.h.

◆ MaximumPlayerSessionCountHasBeenSet()

bool Aws::GameLift::Model::GameSession::MaximumPlayerSessionCountHasBeenSet ( ) const
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 383 of file GameSession.h.

◆ NameHasBeenSet()

bool Aws::GameLift::Model::GameSession::NameHasBeenSet ( ) const
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 135 of file GameSession.h.

◆ operator=()

GameSession& Aws::GameLift::Model::GameSession::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ PlayerSessionCreationPolicyHasBeenSet()

bool Aws::GameLift::Model::GameSession::PlayerSessionCreationPolicyHasBeenSet ( ) const
inline

Indicates whether or not the game session is accepting new players.

Definition at line 768 of file GameSession.h.

◆ PortHasBeenSet()

bool Aws::GameLift::Model::GameSession::PortHasBeenSet ( ) const
inline

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

Definition at line 745 of file GameSession.h.

◆ SetCreationTime() [1/2]

void Aws::GameLift::Model::GameSession::SetCreationTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 288 of file GameSession.h.

◆ SetCreationTime() [2/2]

void Aws::GameLift::Model::GameSession::SetCreationTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 294 of file GameSession.h.

◆ SetCreatorId() [1/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( const Aws::String value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 810 of file GameSession.h.

◆ SetCreatorId() [2/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( Aws::String &&  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 817 of file GameSession.h.

◆ SetCreatorId() [3/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( const char *  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 824 of file GameSession.h.

◆ SetCurrentPlayerSessionCount()

void Aws::GameLift::Model::GameSession::SetCurrentPlayerSessionCount ( int  value)
inline

Number of players currently in the game session.

Definition at line 365 of file GameSession.h.

◆ SetDnsName() [1/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( const Aws::String value)
inline

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.

Definition at line 662 of file GameSession.h.

◆ SetDnsName() [2/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( Aws::String &&  value)
inline

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.

Definition at line 676 of file GameSession.h.

◆ SetDnsName() [3/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( const char *  value)
inline

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.

Definition at line 690 of file GameSession.h.

◆ SetFleetArn() [1/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 234 of file GameSession.h.

◆ SetFleetArn() [2/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 241 of file GameSession.h.

◆ SetFleetArn() [3/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 248 of file GameSession.h.

◆ SetFleetId() [1/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( const Aws::String value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 187 of file GameSession.h.

◆ SetFleetId() [2/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( Aws::String &&  value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 192 of file GameSession.h.

◆ SetFleetId() [3/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( const char *  value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 197 of file GameSession.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::GameSession::SetGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 512 of file GameSession.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::GameSession::SetGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 522 of file GameSession.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( const Aws::String value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 873 of file GameSession.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( Aws::String &&  value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 882 of file GameSession.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( const char *  value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 891 of file GameSession.h.

◆ SetGameSessionId() [1/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( const Aws::String value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 87 of file GameSession.h.

◆ SetGameSessionId() [2/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( Aws::String &&  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 94 of file GameSession.h.

◆ SetGameSessionId() [3/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( const char *  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 101 of file GameSession.h.

◆ SetIpAddress() [1/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( const Aws::String value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 584 of file GameSession.h.

◆ SetIpAddress() [2/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( Aws::String &&  value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 591 of file GameSession.h.

◆ SetIpAddress() [3/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( const char *  value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 598 of file GameSession.h.

◆ SetMatchmakerData() [1/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( const Aws::String value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 958 of file GameSession.h.

◆ SetMatchmakerData() [2/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( Aws::String &&  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 971 of file GameSession.h.

◆ SetMatchmakerData() [3/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( const char *  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 984 of file GameSession.h.

◆ SetMaximumPlayerSessionCount()

void Aws::GameLift::Model::GameSession::SetMaximumPlayerSessionCount ( int  value)
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 389 of file GameSession.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::GameSession::SetName ( const Aws::String value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 141 of file GameSession.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::GameSession::SetName ( Aws::String &&  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 147 of file GameSession.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::GameSession::SetName ( const char *  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 153 of file GameSession.h.

◆ SetPlayerSessionCreationPolicy() [1/2]

void Aws::GameLift::Model::GameSession::SetPlayerSessionCreationPolicy ( const PlayerSessionCreationPolicy value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 773 of file GameSession.h.

◆ SetPlayerSessionCreationPolicy() [2/2]

void Aws::GameLift::Model::GameSession::SetPlayerSessionCreationPolicy ( PlayerSessionCreationPolicy &&  value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 778 of file GameSession.h.

◆ SetPort()

void Aws::GameLift::Model::GameSession::SetPort ( int  value)
inline

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

Definition at line 751 of file GameSession.h.

◆ SetStatus() [1/2]

void Aws::GameLift::Model::GameSession::SetStatus ( const GameSessionStatus value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 414 of file GameSession.h.

◆ SetStatus() [2/2]

void Aws::GameLift::Model::GameSession::SetStatus ( GameSessionStatus &&  value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 420 of file GameSession.h.

◆ SetStatusReason() [1/2]

void Aws::GameLift::Model::GameSession::SetStatusReason ( const GameSessionStatusReason value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 457 of file GameSession.h.

◆ SetStatusReason() [2/2]

void Aws::GameLift::Model::GameSession::SetStatusReason ( GameSessionStatusReason &&  value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 465 of file GameSession.h.

◆ SetTerminationTime() [1/2]

void Aws::GameLift::Model::GameSession::SetTerminationTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 328 of file GameSession.h.

◆ SetTerminationTime() [2/2]

void Aws::GameLift::Model::GameSession::SetTerminationTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 335 of file GameSession.h.

◆ StatusHasBeenSet()

bool Aws::GameLift::Model::GameSession::StatusHasBeenSet ( ) const
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 408 of file GameSession.h.

◆ StatusReasonHasBeenSet()

bool Aws::GameLift::Model::GameSession::StatusReasonHasBeenSet ( ) const
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 449 of file GameSession.h.

◆ TerminationTimeHasBeenSet()

bool Aws::GameLift::Model::GameSession::TerminationTimeHasBeenSet ( ) const
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 321 of file GameSession.h.

◆ WithCreationTime() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithCreationTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 300 of file GameSession.h.

◆ WithCreationTime() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithCreationTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 306 of file GameSession.h.

◆ WithCreatorId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( const Aws::String value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 831 of file GameSession.h.

◆ WithCreatorId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( Aws::String &&  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 838 of file GameSession.h.

◆ WithCreatorId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( const char *  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 845 of file GameSession.h.

◆ WithCurrentPlayerSessionCount()

GameSession& Aws::GameLift::Model::GameSession::WithCurrentPlayerSessionCount ( int  value)
inline

Number of players currently in the game session.

Definition at line 370 of file GameSession.h.

◆ WithDnsName() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( const Aws::String value)
inline

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.

Definition at line 704 of file GameSession.h.

◆ WithDnsName() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( Aws::String &&  value)
inline

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.

Definition at line 718 of file GameSession.h.

◆ WithDnsName() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( const char *  value)
inline

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.

Definition at line 732 of file GameSession.h.

◆ WithFleetArn() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 255 of file GameSession.h.

◆ WithFleetArn() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 262 of file GameSession.h.

◆ WithFleetArn() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 269 of file GameSession.h.

◆ WithFleetId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( const Aws::String value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 202 of file GameSession.h.

◆ WithFleetId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( Aws::String &&  value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 207 of file GameSession.h.

◆ WithFleetId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( const char *  value)
inline

A unique identifier for a fleet that the game session is running on.

Definition at line 212 of file GameSession.h.

◆ WithGameProperties() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 532 of file GameSession.h.

◆ WithGameProperties() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 542 of file GameSession.h.

◆ WithGameSessionData() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( const Aws::String value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 900 of file GameSession.h.

◆ WithGameSessionData() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( Aws::String &&  value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 909 of file GameSession.h.

◆ WithGameSessionData() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( const char *  value)
inline

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Definition at line 918 of file GameSession.h.

◆ WithGameSessionId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( const Aws::String value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 108 of file GameSession.h.

◆ WithGameSessionId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( Aws::String &&  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 115 of file GameSession.h.

◆ WithGameSessionId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( const char *  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 122 of file GameSession.h.

◆ WithIpAddress() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( const Aws::String value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 605 of file GameSession.h.

◆ WithIpAddress() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( Aws::String &&  value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 612 of file GameSession.h.

◆ WithIpAddress() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( const char *  value)
inline

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

Definition at line 619 of file GameSession.h.

◆ WithMatchmakerData() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( const Aws::String value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 997 of file GameSession.h.

◆ WithMatchmakerData() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( Aws::String &&  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 1010 of file GameSession.h.

◆ WithMatchmakerData() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( const char *  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 1023 of file GameSession.h.

◆ WithMaximumPlayerSessionCount()

GameSession& Aws::GameLift::Model::GameSession::WithMaximumPlayerSessionCount ( int  value)
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 395 of file GameSession.h.

◆ WithName() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( const Aws::String value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 159 of file GameSession.h.

◆ WithName() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( Aws::String &&  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 165 of file GameSession.h.

◆ WithName() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( const char *  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 171 of file GameSession.h.

◆ WithPlayerSessionCreationPolicy() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithPlayerSessionCreationPolicy ( const PlayerSessionCreationPolicy value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 783 of file GameSession.h.

◆ WithPlayerSessionCreationPolicy() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithPlayerSessionCreationPolicy ( PlayerSessionCreationPolicy &&  value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 788 of file GameSession.h.

◆ WithPort()

GameSession& Aws::GameLift::Model::GameSession::WithPort ( int  value)
inline

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

Definition at line 757 of file GameSession.h.

◆ WithStatus() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatus ( const GameSessionStatus value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 426 of file GameSession.h.

◆ WithStatus() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatus ( GameSessionStatus &&  value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 432 of file GameSession.h.

◆ WithStatusReason() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatusReason ( const GameSessionStatusReason value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 473 of file GameSession.h.

◆ WithStatusReason() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatusReason ( GameSessionStatusReason &&  value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 481 of file GameSession.h.

◆ WithTerminationTime() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithTerminationTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 342 of file GameSession.h.

◆ WithTerminationTime() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithTerminationTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 349 of file GameSession.h.


The documentation for this class was generated from the following file: