AWS SDK for C++  1.7.207
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 45 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 316 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 327 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 338 of file Player.h.

◆ AddPlayerAttributes() [1/6]

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

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 149 of file Player.h.

◆ AddPlayerAttributes() [2/6]

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

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 157 of file Player.h.

◆ AddPlayerAttributes() [3/6]

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

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 165 of file Player.h.

◆ AddPlayerAttributes() [4/6]

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

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 173 of file Player.h.

◆ AddPlayerAttributes() [5/6]

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

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 181 of file Player.h.

◆ AddPlayerAttributes() [6/6]

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

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 189 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 250 of file Player.h.

◆ GetPlayerAttributes()

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

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 101 of file Player.h.

◆ GetPlayerId()

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

Unique identifier for a player

Definition at line 57 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 196 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 261 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

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 109 of file Player.h.

◆ PlayerIdHasBeenSet()

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

Unique identifier for a player

Definition at line 62 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 272 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 283 of file Player.h.

◆ SetPlayerAttributes() [1/2]

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

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 117 of file Player.h.

◆ SetPlayerAttributes() [2/2]

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

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 125 of file Player.h.

◆ SetPlayerId() [1/3]

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

Unique identifier for a player

Definition at line 67 of file Player.h.

◆ SetPlayerId() [2/3]

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

Unique identifier for a player

Definition at line 72 of file Player.h.

◆ SetPlayerId() [3/3]

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

Unique identifier for a player

Definition at line 77 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 208 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 214 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 220 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 202 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 294 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 305 of file Player.h.

◆ WithPlayerAttributes() [1/2]

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

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 133 of file Player.h.

◆ WithPlayerAttributes() [2/2]

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

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 141 of file Player.h.

◆ WithPlayerId() [1/3]

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

Unique identifier for a player

Definition at line 82 of file Player.h.

◆ WithPlayerId() [2/3]

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

Unique identifier for a player

Definition at line 87 of file Player.h.

◆ WithPlayerId() [3/3]

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

Unique identifier for a player

Definition at line 92 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 226 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 232 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 238 of file Player.h.


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