AWS SDK for C++  1.7.207
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::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 495 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 505 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 225 of file GameSession.h.

◆ CreatorIdHasBeenSet()

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

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 650 of file GameSession.h.

◆ CurrentPlayerSessionCountHasBeenSet()

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

Number of players currently in the game session.

Definition at line 303 of file GameSession.h.

◆ DnsNameHasBeenSet()

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

Definition at line 561 of file GameSession.h.

◆ FleetIdHasBeenSet()

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

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 445 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 711 of file GameSession.h.

◆ GameSessionIdHasBeenSet()

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

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 219 of file GameSession.h.

◆ GetCreatorId()

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

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 643 of file GameSession.h.

◆ GetCurrentPlayerSessionCount()

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

Number of players currently in the game session.

Definition at line 298 of file GameSession.h.

◆ GetDnsName()

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

Definition at line 558 of file GameSession.h.

◆ GetFleetId()

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

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 435 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 702 of file GameSession.h.

◆ GetGameSessionId()

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

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

Definition at line 512 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 779 of file GameSession.h.

◆ GetMaximumPlayerSessionCount()

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

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

Definition at line 320 of file GameSession.h.

◆ GetName()

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

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 610 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 586 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 345 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 384 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 257 of file GameSession.h.

◆ IpAddressHasBeenSet()

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

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

Definition at line 518 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 792 of file GameSession.h.

◆ MaximumPlayerSessionCountHasBeenSet()

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

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

Definition at line 326 of file GameSession.h.

◆ NameHasBeenSet()

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

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 615 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 592 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 231 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 237 of file GameSession.h.

◆ SetCreatorId() [1/3]

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

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 657 of file GameSession.h.

◆ SetCreatorId() [2/3]

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

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 664 of file GameSession.h.

◆ SetCreatorId() [3/3]

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

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 671 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 308 of file GameSession.h.

◆ SetDnsName() [1/3]

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

Definition at line 564 of file GameSession.h.

◆ SetDnsName() [2/3]

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

Definition at line 567 of file GameSession.h.

◆ SetDnsName() [3/3]

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

Definition at line 570 of file GameSession.h.

◆ SetFleetId() [1/3]

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

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

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

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 455 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 465 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 720 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 729 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 738 of file GameSession.h.

◆ SetGameSessionId() [1/3]

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

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

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

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

Definition at line 524 of file GameSession.h.

◆ SetIpAddress() [2/3]

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

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

Definition at line 530 of file GameSession.h.

◆ SetIpAddress() [3/3]

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

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

Definition at line 536 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 805 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 818 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 831 of file GameSession.h.

◆ SetMaximumPlayerSessionCount()

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

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

Definition at line 332 of file GameSession.h.

◆ SetName() [1/3]

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

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

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

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 620 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 625 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 598 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 357 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 363 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 400 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 408 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 271 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 278 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 351 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 392 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 264 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 243 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 249 of file GameSession.h.

◆ WithCreatorId() [1/3]

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

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 678 of file GameSession.h.

◆ WithCreatorId() [2/3]

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

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 685 of file GameSession.h.

◆ WithCreatorId() [3/3]

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

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 692 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 313 of file GameSession.h.

◆ WithDnsName() [1/3]

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

Definition at line 573 of file GameSession.h.

◆ WithDnsName() [2/3]

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

Definition at line 576 of file GameSession.h.

◆ WithDnsName() [3/3]

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

Definition at line 579 of file GameSession.h.

◆ WithFleetId() [1/3]

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

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

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

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 475 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 485 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 747 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 756 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 765 of file GameSession.h.

◆ WithGameSessionId() [1/3]

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

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

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

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

Definition at line 542 of file GameSession.h.

◆ WithIpAddress() [2/3]

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

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

Definition at line 548 of file GameSession.h.

◆ WithIpAddress() [3/3]

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

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

Definition at line 554 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 844 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 857 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 870 of file GameSession.h.

◆ WithMaximumPlayerSessionCount()

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

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

Definition at line 338 of file GameSession.h.

◆ WithName() [1/3]

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

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

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

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 630 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 635 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 604 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 369 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 375 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 416 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 424 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 285 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 292 of file GameSession.h.


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