AWS SDK for C++  1.7.349
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::GameSessionPlacement Class Reference

#include <GameSessionPlacement.h>

Public Member Functions

 GameSessionPlacement ()
 
 GameSessionPlacement (Aws::Utils::Json::JsonView jsonValue)
 
GameSessionPlacementoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetPlacementId () const
 
bool PlacementIdHasBeenSet () const
 
void SetPlacementId (const Aws::String &value)
 
void SetPlacementId (Aws::String &&value)
 
void SetPlacementId (const char *value)
 
GameSessionPlacementWithPlacementId (const Aws::String &value)
 
GameSessionPlacementWithPlacementId (Aws::String &&value)
 
GameSessionPlacementWithPlacementId (const char *value)
 
const Aws::StringGetGameSessionQueueName () const
 
bool GameSessionQueueNameHasBeenSet () const
 
void SetGameSessionQueueName (const Aws::String &value)
 
void SetGameSessionQueueName (Aws::String &&value)
 
void SetGameSessionQueueName (const char *value)
 
GameSessionPlacementWithGameSessionQueueName (const Aws::String &value)
 
GameSessionPlacementWithGameSessionQueueName (Aws::String &&value)
 
GameSessionPlacementWithGameSessionQueueName (const char *value)
 
const GameSessionPlacementStateGetStatus () const
 
bool StatusHasBeenSet () const
 
void SetStatus (const GameSessionPlacementState &value)
 
void SetStatus (GameSessionPlacementState &&value)
 
GameSessionPlacementWithStatus (const GameSessionPlacementState &value)
 
GameSessionPlacementWithStatus (GameSessionPlacementState &&value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionPlacementWithGameProperties (const Aws::Vector< GameProperty > &value)
 
GameSessionPlacementWithGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionPlacementAddGameProperties (const GameProperty &value)
 
GameSessionPlacementAddGameProperties (GameProperty &&value)
 
int GetMaximumPlayerSessionCount () const
 
bool MaximumPlayerSessionCountHasBeenSet () const
 
void SetMaximumPlayerSessionCount (int value)
 
GameSessionPlacementWithMaximumPlayerSessionCount (int value)
 
const Aws::StringGetGameSessionName () const
 
bool GameSessionNameHasBeenSet () const
 
void SetGameSessionName (const Aws::String &value)
 
void SetGameSessionName (Aws::String &&value)
 
void SetGameSessionName (const char *value)
 
GameSessionPlacementWithGameSessionName (const Aws::String &value)
 
GameSessionPlacementWithGameSessionName (Aws::String &&value)
 
GameSessionPlacementWithGameSessionName (const char *value)
 
const Aws::StringGetGameSessionId () const
 
bool GameSessionIdHasBeenSet () const
 
void SetGameSessionId (const Aws::String &value)
 
void SetGameSessionId (Aws::String &&value)
 
void SetGameSessionId (const char *value)
 
GameSessionPlacementWithGameSessionId (const Aws::String &value)
 
GameSessionPlacementWithGameSessionId (Aws::String &&value)
 
GameSessionPlacementWithGameSessionId (const char *value)
 
const Aws::StringGetGameSessionArn () const
 
bool GameSessionArnHasBeenSet () const
 
void SetGameSessionArn (const Aws::String &value)
 
void SetGameSessionArn (Aws::String &&value)
 
void SetGameSessionArn (const char *value)
 
GameSessionPlacementWithGameSessionArn (const Aws::String &value)
 
GameSessionPlacementWithGameSessionArn (Aws::String &&value)
 
GameSessionPlacementWithGameSessionArn (const char *value)
 
const Aws::StringGetGameSessionRegion () const
 
bool GameSessionRegionHasBeenSet () const
 
void SetGameSessionRegion (const Aws::String &value)
 
void SetGameSessionRegion (Aws::String &&value)
 
void SetGameSessionRegion (const char *value)
 
GameSessionPlacementWithGameSessionRegion (const Aws::String &value)
 
GameSessionPlacementWithGameSessionRegion (Aws::String &&value)
 
GameSessionPlacementWithGameSessionRegion (const char *value)
 
const Aws::Vector< PlayerLatency > & GetPlayerLatencies () const
 
bool PlayerLatenciesHasBeenSet () const
 
void SetPlayerLatencies (const Aws::Vector< PlayerLatency > &value)
 
void SetPlayerLatencies (Aws::Vector< PlayerLatency > &&value)
 
GameSessionPlacementWithPlayerLatencies (const Aws::Vector< PlayerLatency > &value)
 
GameSessionPlacementWithPlayerLatencies (Aws::Vector< PlayerLatency > &&value)
 
GameSessionPlacementAddPlayerLatencies (const PlayerLatency &value)
 
GameSessionPlacementAddPlayerLatencies (PlayerLatency &&value)
 
const Aws::Utils::DateTimeGetStartTime () const
 
bool StartTimeHasBeenSet () const
 
void SetStartTime (const Aws::Utils::DateTime &value)
 
void SetStartTime (Aws::Utils::DateTime &&value)
 
GameSessionPlacementWithStartTime (const Aws::Utils::DateTime &value)
 
GameSessionPlacementWithStartTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetEndTime () const
 
bool EndTimeHasBeenSet () const
 
void SetEndTime (const Aws::Utils::DateTime &value)
 
void SetEndTime (Aws::Utils::DateTime &&value)
 
GameSessionPlacementWithEndTime (const Aws::Utils::DateTime &value)
 
GameSessionPlacementWithEndTime (Aws::Utils::DateTime &&value)
 
const Aws::StringGetIpAddress () const
 
bool IpAddressHasBeenSet () const
 
void SetIpAddress (const Aws::String &value)
 
void SetIpAddress (Aws::String &&value)
 
void SetIpAddress (const char *value)
 
GameSessionPlacementWithIpAddress (const Aws::String &value)
 
GameSessionPlacementWithIpAddress (Aws::String &&value)
 
GameSessionPlacementWithIpAddress (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)
 
GameSessionPlacementWithDnsName (const Aws::String &value)
 
GameSessionPlacementWithDnsName (Aws::String &&value)
 
GameSessionPlacementWithDnsName (const char *value)
 
int GetPort () const
 
bool PortHasBeenSet () const
 
void SetPort (int value)
 
GameSessionPlacementWithPort (int value)
 
const Aws::Vector< PlacedPlayerSession > & GetPlacedPlayerSessions () const
 
bool PlacedPlayerSessionsHasBeenSet () const
 
void SetPlacedPlayerSessions (const Aws::Vector< PlacedPlayerSession > &value)
 
void SetPlacedPlayerSessions (Aws::Vector< PlacedPlayerSession > &&value)
 
GameSessionPlacementWithPlacedPlayerSessions (const Aws::Vector< PlacedPlayerSession > &value)
 
GameSessionPlacementWithPlacedPlayerSessions (Aws::Vector< PlacedPlayerSession > &&value)
 
GameSessionPlacementAddPlacedPlayerSessions (const PlacedPlayerSession &value)
 
GameSessionPlacementAddPlacedPlayerSessions (PlacedPlayerSession &&value)
 
const Aws::StringGetGameSessionData () const
 
bool GameSessionDataHasBeenSet () const
 
void SetGameSessionData (const Aws::String &value)
 
void SetGameSessionData (Aws::String &&value)
 
void SetGameSessionData (const char *value)
 
GameSessionPlacementWithGameSessionData (const Aws::String &value)
 
GameSessionPlacementWithGameSessionData (Aws::String &&value)
 
GameSessionPlacementWithGameSessionData (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)
 
GameSessionPlacementWithMatchmakerData (const Aws::String &value)
 
GameSessionPlacementWithMatchmakerData (Aws::String &&value)
 
GameSessionPlacementWithMatchmakerData (const char *value)
 

Detailed Description

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

See Also:

AWS API Reference

Definition at line 52 of file GameSessionPlacement.h.

Constructor & Destructor Documentation

◆ GameSessionPlacement() [1/2]

Aws::GameLift::Model::GameSessionPlacement::GameSessionPlacement ( )

◆ GameSessionPlacement() [2/2]

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

Member Function Documentation

◆ AddGameProperties() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 309 of file GameSessionPlacement.h.

◆ AddGameProperties() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 318 of file GameSessionPlacement.h.

◆ AddPlacedPlayerSessions() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlacedPlayerSessions ( const PlacedPlayerSession value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 977 of file GameSessionPlacement.h.

◆ AddPlacedPlayerSessions() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlacedPlayerSessions ( PlacedPlayerSession &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 988 of file GameSessionPlacement.h.

◆ AddPlayerLatencies() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlayerLatencies ( const PlayerLatency value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 606 of file GameSessionPlacement.h.

◆ AddPlayerLatencies() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlayerLatencies ( PlayerLatency &&  value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 612 of file GameSessionPlacement.h.

◆ DnsNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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 786 of file GameSessionPlacement.h.

◆ EndTimeHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::EndTimeHasBeenSet ( ) const
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 668 of file GameSessionPlacement.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 264 of file GameSessionPlacement.h.

◆ GameSessionArnHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionArnHasBeenSet ( ) const
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 458 of file GameSessionPlacement.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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 1007 of file GameSessionPlacement.h.

◆ GameSessionIdHasBeenSet()

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 405 of file GameSessionPlacement.h.

◆ GameSessionNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionNameHasBeenSet ( ) const
inline

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

Definition at line 356 of file GameSessionPlacement.h.

◆ GameSessionQueueNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionQueueNameHasBeenSet ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 112 of file GameSessionPlacement.h.

◆ GameSessionRegionHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionRegionHasBeenSet ( ) const
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 521 of file GameSessionPlacement.h.

◆ GetDnsName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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 772 of file GameSessionPlacement.h.

◆ GetEndTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSessionPlacement::GetEndTime ( ) const
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 662 of file GameSessionPlacement.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 255 of file GameSessionPlacement.h.

◆ GetGameSessionArn()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionArn ( ) const
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 450 of file GameSessionPlacement.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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 998 of file GameSessionPlacement.h.

◆ GetGameSessionId()

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 399 of file GameSessionPlacement.h.

◆ GetGameSessionName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionName ( ) const
inline

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

Definition at line 350 of file GameSessionPlacement.h.

◆ GetGameSessionQueueName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionQueueName ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 106 of file GameSessionPlacement.h.

◆ GetGameSessionRegion()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionRegion ( ) const
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 514 of file GameSessionPlacement.h.

◆ GetIpAddress()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 701 of file GameSessionPlacement.h.

◆ GetMatchmakerData()

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1073 of file GameSessionPlacement.h.

◆ GetMaximumPlayerSessionCount()

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

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

Definition at line 325 of file GameSessionPlacement.h.

◆ GetPlacedPlayerSessions()

const Aws::Vector<PlacedPlayerSession>& Aws::GameLift::Model::GameSessionPlacement::GetPlacedPlayerSessions ( ) const
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 911 of file GameSessionPlacement.h.

◆ GetPlacementId()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetPlacementId ( ) const
inline

A unique identifier for a game session placement.

Definition at line 64 of file GameSessionPlacement.h.

◆ GetPlayerLatencies()

const Aws::Vector<PlayerLatency>& Aws::GameLift::Model::GameSessionPlacement::GetPlayerLatencies ( ) const
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 570 of file GameSessionPlacement.h.

◆ GetPort()

int Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 878 of file GameSessionPlacement.h.

◆ GetStartTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSessionPlacement::GetStartTime ( ) const
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 620 of file GameSessionPlacement.h.

◆ GetStatus()

const GameSessionPlacementState& Aws::GameLift::Model::GameSessionPlacement::GetStatus ( ) const
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 165 of file GameSessionPlacement.h.

◆ IpAddressHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 709 of file GameSessionPlacement.h.

◆ Jsonize()

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

◆ MatchmakerDataHasBeenSet()

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1084 of file GameSessionPlacement.h.

◆ MaximumPlayerSessionCountHasBeenSet()

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

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

Definition at line 331 of file GameSessionPlacement.h.

◆ operator=()

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

◆ PlacedPlayerSessionsHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlacedPlayerSessionsHasBeenSet ( ) const
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 922 of file GameSessionPlacement.h.

◆ PlacementIdHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlacementIdHasBeenSet ( ) const
inline

A unique identifier for a game session placement.

Definition at line 69 of file GameSessionPlacement.h.

◆ PlayerLatenciesHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlayerLatenciesHasBeenSet ( ) const
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 576 of file GameSessionPlacement.h.

◆ PortHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 885 of file GameSessionPlacement.h.

◆ SetDnsName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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 800 of file GameSessionPlacement.h.

◆ SetDnsName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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 814 of file GameSessionPlacement.h.

◆ SetDnsName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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 828 of file GameSessionPlacement.h.

◆ SetEndTime() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetEndTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 674 of file GameSessionPlacement.h.

◆ SetEndTime() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetEndTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 680 of file GameSessionPlacement.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 273 of file GameSessionPlacement.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 282 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionArn ( const Aws::String value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 466 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionArn ( Aws::String &&  value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 474 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionArn ( const char *  value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 482 of file GameSessionPlacement.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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 1016 of file GameSessionPlacement.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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 1025 of file GameSessionPlacement.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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 1034 of file GameSessionPlacement.h.

◆ SetGameSessionId() [1/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 411 of file GameSessionPlacement.h.

◆ SetGameSessionId() [2/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 417 of file GameSessionPlacement.h.

◆ SetGameSessionId() [3/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 423 of file GameSessionPlacement.h.

◆ SetGameSessionName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 362 of file GameSessionPlacement.h.

◆ SetGameSessionName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 368 of file GameSessionPlacement.h.

◆ SetGameSessionName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 374 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 118 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 124 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 130 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( const Aws::String value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 528 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( Aws::String &&  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 535 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( const char *  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 542 of file GameSessionPlacement.h.

◆ SetIpAddress() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 717 of file GameSessionPlacement.h.

◆ SetIpAddress() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 725 of file GameSessionPlacement.h.

◆ SetIpAddress() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 733 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [1/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1095 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [2/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1106 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [3/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1117 of file GameSessionPlacement.h.

◆ SetMaximumPlayerSessionCount()

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

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

Definition at line 337 of file GameSessionPlacement.h.

◆ SetPlacedPlayerSessions() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacedPlayerSessions ( const Aws::Vector< PlacedPlayerSession > &  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 933 of file GameSessionPlacement.h.

◆ SetPlacedPlayerSessions() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacedPlayerSessions ( Aws::Vector< PlacedPlayerSession > &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 944 of file GameSessionPlacement.h.

◆ SetPlacementId() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( const Aws::String value)
inline

A unique identifier for a game session placement.

Definition at line 74 of file GameSessionPlacement.h.

◆ SetPlacementId() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( Aws::String &&  value)
inline

A unique identifier for a game session placement.

Definition at line 79 of file GameSessionPlacement.h.

◆ SetPlacementId() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( const char *  value)
inline

A unique identifier for a game session placement.

Definition at line 84 of file GameSessionPlacement.h.

◆ SetPlayerLatencies() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlayerLatencies ( const Aws::Vector< PlayerLatency > &  value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 582 of file GameSessionPlacement.h.

◆ SetPlayerLatencies() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlayerLatencies ( Aws::Vector< PlayerLatency > &&  value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 588 of file GameSessionPlacement.h.

◆ SetPort()

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 892 of file GameSessionPlacement.h.

◆ SetStartTime() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStartTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 634 of file GameSessionPlacement.h.

◆ SetStartTime() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStartTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 641 of file GameSessionPlacement.h.

◆ SetStatus() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStatus ( const GameSessionPlacementState value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 197 of file GameSessionPlacement.h.

◆ SetStatus() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStatus ( GameSessionPlacementState &&  value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 213 of file GameSessionPlacement.h.

◆ StartTimeHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::StartTimeHasBeenSet ( ) const
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 627 of file GameSessionPlacement.h.

◆ StatusHasBeenSet()

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

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 181 of file GameSessionPlacement.h.

◆ WithDnsName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 842 of file GameSessionPlacement.h.

◆ WithDnsName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 856 of file GameSessionPlacement.h.

◆ WithDnsName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 870 of file GameSessionPlacement.h.

◆ WithEndTime() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithEndTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 686 of file GameSessionPlacement.h.

◆ WithEndTime() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithEndTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 692 of file GameSessionPlacement.h.

◆ WithGameProperties() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 291 of file GameSessionPlacement.h.

◆ WithGameProperties() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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).

Definition at line 300 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionArn ( const Aws::String value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 490 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionArn ( Aws::String &&  value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 498 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionArn ( const char *  value)
inline

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 506 of file GameSessionPlacement.h.

◆ WithGameSessionData() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 1043 of file GameSessionPlacement.h.

◆ WithGameSessionData() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 1052 of file GameSessionPlacement.h.

◆ WithGameSessionData() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 1061 of file GameSessionPlacement.h.

◆ WithGameSessionId() [1/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 429 of file GameSessionPlacement.h.

◆ WithGameSessionId() [2/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 435 of file GameSessionPlacement.h.

◆ WithGameSessionId() [3/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 441 of file GameSessionPlacement.h.

◆ WithGameSessionName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 380 of file GameSessionPlacement.h.

◆ WithGameSessionName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 386 of file GameSessionPlacement.h.

◆ WithGameSessionName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 392 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 136 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 142 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 148 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( const Aws::String value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 549 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( Aws::String &&  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 556 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( const char *  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 563 of file GameSessionPlacement.h.

◆ WithIpAddress() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 741 of file GameSessionPlacement.h.

◆ WithIpAddress() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 749 of file GameSessionPlacement.h.

◆ WithIpAddress() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 757 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [1/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1128 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [2/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1139 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [3/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1150 of file GameSessionPlacement.h.

◆ WithMaximumPlayerSessionCount()

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

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

Definition at line 343 of file GameSessionPlacement.h.

◆ WithPlacedPlayerSessions() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacedPlayerSessions ( const Aws::Vector< PlacedPlayerSession > &  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 955 of file GameSessionPlacement.h.

◆ WithPlacedPlayerSessions() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacedPlayerSessions ( Aws::Vector< PlacedPlayerSession > &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 966 of file GameSessionPlacement.h.

◆ WithPlacementId() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( const Aws::String value)
inline

A unique identifier for a game session placement.

Definition at line 89 of file GameSessionPlacement.h.

◆ WithPlacementId() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( Aws::String &&  value)
inline

A unique identifier for a game session placement.

Definition at line 94 of file GameSessionPlacement.h.

◆ WithPlacementId() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( const char *  value)
inline

A unique identifier for a game session placement.

Definition at line 99 of file GameSessionPlacement.h.

◆ WithPlayerLatencies() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlayerLatencies ( const Aws::Vector< PlayerLatency > &  value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 594 of file GameSessionPlacement.h.

◆ WithPlayerLatencies() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlayerLatencies ( Aws::Vector< PlayerLatency > &&  value)
inline

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 600 of file GameSessionPlacement.h.

◆ WithPort()

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 899 of file GameSessionPlacement.h.

◆ WithStartTime() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStartTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 648 of file GameSessionPlacement.h.

◆ WithStartTime() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStartTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 655 of file GameSessionPlacement.h.

◆ WithStatus() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStatus ( const GameSessionPlacementState value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 229 of file GameSessionPlacement.h.

◆ WithStatus() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStatus ( GameSessionPlacementState &&  value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 245 of file GameSessionPlacement.h.


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