AWS SDK for C++  1.8.8
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 49 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 542 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 552 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 272 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 793 of file GameSession.h.

◆ CurrentPlayerSessionCountHasBeenSet()

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

Number of players currently in the game session.

Definition at line 350 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 638 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 217 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 172 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 492 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 854 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 70 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 266 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 786 of file GameSession.h.

◆ GetCurrentPlayerSessionCount()

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

Number of players currently in the game session.

Definition at line 345 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 624 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 210 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 167 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 482 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 845 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 63 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 560 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 922 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 367 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 119 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 753 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 729 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 392 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 431 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 304 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 567 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 935 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 373 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 125 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 758 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 735 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 278 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 284 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 800 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 807 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 814 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 355 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 652 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 666 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 680 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 224 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 231 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 238 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 177 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 182 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 187 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 502 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 512 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 863 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 872 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 881 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 77 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 84 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 91 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 574 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 581 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 588 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 948 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 961 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 974 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 379 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 131 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 137 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 143 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 763 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 768 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 741 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 404 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 410 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 447 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 455 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 318 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 325 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 398 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 439 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 311 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 290 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 296 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 821 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 828 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 835 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 360 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 694 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 708 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 722 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 245 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 252 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 259 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 192 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 197 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 202 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 522 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 532 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 890 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 899 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 908 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 98 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 105 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 112 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 595 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 602 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 609 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 987 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 1000 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 1013 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 385 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 149 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 155 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 161 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 773 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 778 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 747 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 416 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 422 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 463 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 471 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 332 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 339 of file GameSession.h.


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