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| Player () |
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| Player (Aws::Utils::Json::JsonView jsonValue) |
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Player & | operator= (Aws::Utils::Json::JsonView jsonValue) |
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Aws::Utils::Json::JsonValue | Jsonize () const |
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const Aws::String & | GetPlayerId () const |
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bool | PlayerIdHasBeenSet () const |
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void | SetPlayerId (const Aws::String &value) |
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void | SetPlayerId (Aws::String &&value) |
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void | SetPlayerId (const char *value) |
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Player & | WithPlayerId (const Aws::String &value) |
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Player & | WithPlayerId (Aws::String &&value) |
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Player & | WithPlayerId (const char *value) |
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const Aws::Map< Aws::String, AttributeValue > & | GetPlayerAttributes () const |
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bool | PlayerAttributesHasBeenSet () const |
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void | SetPlayerAttributes (const Aws::Map< Aws::String, AttributeValue > &value) |
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void | SetPlayerAttributes (Aws::Map< Aws::String, AttributeValue > &&value) |
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Player & | WithPlayerAttributes (const Aws::Map< Aws::String, AttributeValue > &value) |
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Player & | WithPlayerAttributes (Aws::Map< Aws::String, AttributeValue > &&value) |
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Player & | AddPlayerAttributes (const Aws::String &key, const AttributeValue &value) |
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Player & | AddPlayerAttributes (Aws::String &&key, const AttributeValue &value) |
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Player & | AddPlayerAttributes (const Aws::String &key, AttributeValue &&value) |
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Player & | AddPlayerAttributes (Aws::String &&key, AttributeValue &&value) |
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Player & | AddPlayerAttributes (const char *key, AttributeValue &&value) |
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Player & | AddPlayerAttributes (const char *key, const AttributeValue &value) |
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const Aws::String & | GetTeam () const |
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bool | TeamHasBeenSet () const |
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void | SetTeam (const Aws::String &value) |
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void | SetTeam (Aws::String &&value) |
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void | SetTeam (const char *value) |
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Player & | WithTeam (const Aws::String &value) |
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Player & | WithTeam (Aws::String &&value) |
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Player & | WithTeam (const char *value) |
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const Aws::Map< Aws::String, int > & | GetLatencyInMs () const |
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bool | LatencyInMsHasBeenSet () const |
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void | SetLatencyInMs (const Aws::Map< Aws::String, int > &value) |
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void | SetLatencyInMs (Aws::Map< Aws::String, int > &&value) |
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Player & | WithLatencyInMs (const Aws::Map< Aws::String, int > &value) |
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Player & | WithLatencyInMs (Aws::Map< Aws::String, int > &&value) |
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Player & | AddLatencyInMs (const Aws::String &key, int value) |
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Player & | AddLatencyInMs (Aws::String &&key, int value) |
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Player & | AddLatencyInMs (const char *key, int value) |
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Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
See Also:
AWS API Reference
Definition at line 35 of file Player.h.
Player& Aws::GameLift::Model::Player::AddLatencyInMs |
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Aws::String && |
key, |
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int |
value |
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) |
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inline |
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 317 of file Player.h.
Player& Aws::GameLift::Model::Player::AddLatencyInMs |
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const Aws::String & |
key, |
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int |
value |
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) |
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inline |
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 306 of file Player.h.
Player& Aws::GameLift::Model::Player::AddLatencyInMs |
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const char * |
key, |
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int |
value |
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) |
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inline |
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 328 of file Player.h.
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 240 of file Player.h.
bool Aws::GameLift::Model::Player::LatencyInMsHasBeenSet |
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| ) |
const |
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inline |
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 251 of file Player.h.
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 273 of file Player.h.
void Aws::GameLift::Model::Player::SetLatencyInMs |
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const Aws::Map< Aws::String, int > & |
value | ) |
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inline |
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 262 of file Player.h.
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 295 of file Player.h.
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Definition at line 284 of file Player.h.