AWS SDK for C++  1.8.51
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::Player Class Reference

#include <Player.h>

Public Member Functions

 Player ()
 
 Player (Aws::Utils::Json::JsonView jsonValue)
 
Playeroperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetPlayerId () const
 
bool PlayerIdHasBeenSet () const
 
void SetPlayerId (const Aws::String &value)
 
void SetPlayerId (Aws::String &&value)
 
void SetPlayerId (const char *value)
 
PlayerWithPlayerId (const Aws::String &value)
 
PlayerWithPlayerId (Aws::String &&value)
 
PlayerWithPlayerId (const char *value)
 
const Aws::Map< Aws::String, AttributeValue > & GetPlayerAttributes () const
 
bool PlayerAttributesHasBeenSet () const
 
void SetPlayerAttributes (const Aws::Map< Aws::String, AttributeValue > &value)
 
void SetPlayerAttributes (Aws::Map< Aws::String, AttributeValue > &&value)
 
PlayerWithPlayerAttributes (const Aws::Map< Aws::String, AttributeValue > &value)
 
PlayerWithPlayerAttributes (Aws::Map< Aws::String, AttributeValue > &&value)
 
PlayerAddPlayerAttributes (const Aws::String &key, const AttributeValue &value)
 
PlayerAddPlayerAttributes (Aws::String &&key, const AttributeValue &value)
 
PlayerAddPlayerAttributes (const Aws::String &key, AttributeValue &&value)
 
PlayerAddPlayerAttributes (Aws::String &&key, AttributeValue &&value)
 
PlayerAddPlayerAttributes (const char *key, AttributeValue &&value)
 
PlayerAddPlayerAttributes (const char *key, const AttributeValue &value)
 
const Aws::StringGetTeam () const
 
bool TeamHasBeenSet () const
 
void SetTeam (const Aws::String &value)
 
void SetTeam (Aws::String &&value)
 
void SetTeam (const char *value)
 
PlayerWithTeam (const Aws::String &value)
 
PlayerWithTeam (Aws::String &&value)
 
PlayerWithTeam (const char *value)
 
const Aws::Map< Aws::String, int > & GetLatencyInMs () const
 
bool LatencyInMsHasBeenSet () const
 
void SetLatencyInMs (const Aws::Map< Aws::String, int > &value)
 
void SetLatencyInMs (Aws::Map< Aws::String, int > &&value)
 
PlayerWithLatencyInMs (const Aws::Map< Aws::String, int > &value)
 
PlayerWithLatencyInMs (Aws::Map< Aws::String, int > &&value)
 
PlayerAddLatencyInMs (const Aws::String &key, int value)
 
PlayerAddLatencyInMs (Aws::String &&key, int value)
 
PlayerAddLatencyInMs (const char *key, int value)
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ Player() [1/2]

Aws::GameLift::Model::Player::Player ( )

◆ Player() [2/2]

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

Member Function Documentation

◆ AddLatencyInMs() [1/3]

Player& Aws::GameLift::Model::Player::AddLatencyInMs ( const Aws::String key,
int  value 
)
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.

◆ AddLatencyInMs() [2/3]

Player& Aws::GameLift::Model::Player::AddLatencyInMs ( Aws::String &&  key,
int  value 
)
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.

◆ AddLatencyInMs() [3/3]

Player& Aws::GameLift::Model::Player::AddLatencyInMs ( const char *  key,
int  value 
)
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.

◆ AddPlayerAttributes() [1/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( const Aws::String key,
const AttributeValue value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 139 of file Player.h.

◆ AddPlayerAttributes() [2/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( Aws::String &&  key,
const AttributeValue value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 147 of file Player.h.

◆ AddPlayerAttributes() [3/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( const Aws::String key,
AttributeValue &&  value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 155 of file Player.h.

◆ AddPlayerAttributes() [4/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( Aws::String &&  key,
AttributeValue &&  value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 163 of file Player.h.

◆ AddPlayerAttributes() [5/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( const char *  key,
AttributeValue &&  value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 171 of file Player.h.

◆ AddPlayerAttributes() [6/6]

Player& Aws::GameLift::Model::Player::AddPlayerAttributes ( const char *  key,
const AttributeValue value 
)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 179 of file Player.h.

◆ GetLatencyInMs()

const Aws::Map<Aws::String, int>& Aws::GameLift::Model::Player::GetLatencyInMs ( ) const
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 240 of file Player.h.

◆ GetPlayerAttributes()

const Aws::Map<Aws::String, AttributeValue>& Aws::GameLift::Model::Player::GetPlayerAttributes ( ) const
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 91 of file Player.h.

◆ GetPlayerId()

const Aws::String& Aws::GameLift::Model::Player::GetPlayerId ( ) const
inline

A unique identifier for a player

Definition at line 47 of file Player.h.

◆ GetTeam()

const Aws::String& Aws::GameLift::Model::Player::GetTeam ( ) const
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 186 of file Player.h.

◆ Jsonize()

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

◆ LatencyInMsHasBeenSet()

bool Aws::GameLift::Model::Player::LatencyInMsHasBeenSet ( ) const
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.

◆ operator=()

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

◆ PlayerAttributesHasBeenSet()

bool Aws::GameLift::Model::Player::PlayerAttributesHasBeenSet ( ) const
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 99 of file Player.h.

◆ PlayerIdHasBeenSet()

bool Aws::GameLift::Model::Player::PlayerIdHasBeenSet ( ) const
inline

A unique identifier for a player

Definition at line 52 of file Player.h.

◆ SetLatencyInMs() [1/2]

void Aws::GameLift::Model::Player::SetLatencyInMs ( const Aws::Map< Aws::String, int > &  value)
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.

◆ SetLatencyInMs() [2/2]

void Aws::GameLift::Model::Player::SetLatencyInMs ( Aws::Map< Aws::String, int > &&  value)
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 273 of file Player.h.

◆ SetPlayerAttributes() [1/2]

void Aws::GameLift::Model::Player::SetPlayerAttributes ( const Aws::Map< Aws::String, AttributeValue > &  value)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 107 of file Player.h.

◆ SetPlayerAttributes() [2/2]

void Aws::GameLift::Model::Player::SetPlayerAttributes ( Aws::Map< Aws::String, AttributeValue > &&  value)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 115 of file Player.h.

◆ SetPlayerId() [1/3]

void Aws::GameLift::Model::Player::SetPlayerId ( const Aws::String value)
inline

A unique identifier for a player

Definition at line 57 of file Player.h.

◆ SetPlayerId() [2/3]

void Aws::GameLift::Model::Player::SetPlayerId ( Aws::String &&  value)
inline

A unique identifier for a player

Definition at line 62 of file Player.h.

◆ SetPlayerId() [3/3]

void Aws::GameLift::Model::Player::SetPlayerId ( const char *  value)
inline

A unique identifier for a player

Definition at line 67 of file Player.h.

◆ SetTeam() [1/3]

void Aws::GameLift::Model::Player::SetTeam ( const Aws::String value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 198 of file Player.h.

◆ SetTeam() [2/3]

void Aws::GameLift::Model::Player::SetTeam ( Aws::String &&  value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 204 of file Player.h.

◆ SetTeam() [3/3]

void Aws::GameLift::Model::Player::SetTeam ( const char *  value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 210 of file Player.h.

◆ TeamHasBeenSet()

bool Aws::GameLift::Model::Player::TeamHasBeenSet ( ) const
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 192 of file Player.h.

◆ WithLatencyInMs() [1/2]

Player& Aws::GameLift::Model::Player::WithLatencyInMs ( const Aws::Map< Aws::String, int > &  value)
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 284 of file Player.h.

◆ WithLatencyInMs() [2/2]

Player& Aws::GameLift::Model::Player::WithLatencyInMs ( Aws::Map< Aws::String, int > &&  value)
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 295 of file Player.h.

◆ WithPlayerAttributes() [1/2]

Player& Aws::GameLift::Model::Player::WithPlayerAttributes ( const Aws::Map< Aws::String, AttributeValue > &  value)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 123 of file Player.h.

◆ WithPlayerAttributes() [2/2]

Player& Aws::GameLift::Model::Player::WithPlayerAttributes ( Aws::Map< Aws::String, AttributeValue > &&  value)
inline

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Definition at line 131 of file Player.h.

◆ WithPlayerId() [1/3]

Player& Aws::GameLift::Model::Player::WithPlayerId ( const Aws::String value)
inline

A unique identifier for a player

Definition at line 72 of file Player.h.

◆ WithPlayerId() [2/3]

Player& Aws::GameLift::Model::Player::WithPlayerId ( Aws::String &&  value)
inline

A unique identifier for a player

Definition at line 77 of file Player.h.

◆ WithPlayerId() [3/3]

Player& Aws::GameLift::Model::Player::WithPlayerId ( const char *  value)
inline

A unique identifier for a player

Definition at line 82 of file Player.h.

◆ WithTeam() [1/3]

Player& Aws::GameLift::Model::Player::WithTeam ( const Aws::String value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 216 of file Player.h.

◆ WithTeam() [2/3]

Player& Aws::GameLift::Model::Player::WithTeam ( Aws::String &&  value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 222 of file Player.h.

◆ WithTeam() [3/3]

Player& Aws::GameLift::Model::Player::WithTeam ( const char *  value)
inline

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Definition at line 228 of file Player.h.


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