AWS SDK for C++  1.7.346
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::StartMatchBackfillRequest Class Reference

#include <StartMatchBackfillRequest.h>

+ Inheritance diagram for Aws::GameLift::Model::StartMatchBackfillRequest:

Public Member Functions

 StartMatchBackfillRequest ()
 
virtual const char * GetServiceRequestName () const override
 
Aws::String SerializePayload () const override
 
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders () const override
 
const Aws::StringGetTicketId () const
 
bool TicketIdHasBeenSet () const
 
void SetTicketId (const Aws::String &value)
 
void SetTicketId (Aws::String &&value)
 
void SetTicketId (const char *value)
 
StartMatchBackfillRequestWithTicketId (const Aws::String &value)
 
StartMatchBackfillRequestWithTicketId (Aws::String &&value)
 
StartMatchBackfillRequestWithTicketId (const char *value)
 
const Aws::StringGetConfigurationName () const
 
bool ConfigurationNameHasBeenSet () const
 
void SetConfigurationName (const Aws::String &value)
 
void SetConfigurationName (Aws::String &&value)
 
void SetConfigurationName (const char *value)
 
StartMatchBackfillRequestWithConfigurationName (const Aws::String &value)
 
StartMatchBackfillRequestWithConfigurationName (Aws::String &&value)
 
StartMatchBackfillRequestWithConfigurationName (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)
 
StartMatchBackfillRequestWithGameSessionArn (const Aws::String &value)
 
StartMatchBackfillRequestWithGameSessionArn (Aws::String &&value)
 
StartMatchBackfillRequestWithGameSessionArn (const char *value)
 
const Aws::Vector< Player > & GetPlayers () const
 
bool PlayersHasBeenSet () const
 
void SetPlayers (const Aws::Vector< Player > &value)
 
void SetPlayers (Aws::Vector< Player > &&value)
 
StartMatchBackfillRequestWithPlayers (const Aws::Vector< Player > &value)
 
StartMatchBackfillRequestWithPlayers (Aws::Vector< Player > &&value)
 
StartMatchBackfillRequestAddPlayers (const Player &value)
 
StartMatchBackfillRequestAddPlayers (Player &&value)
 
- Public Member Functions inherited from Aws::GameLift::GameLiftRequest
virtual ~GameLiftRequest ()
 
void AddParametersToRequest (Aws::Http::HttpRequest &httpRequest) const
 
Aws::Http::HeaderValueCollection GetHeaders () const override
 
- Public Member Functions inherited from Aws::AmazonSerializableWebServiceRequest
 AmazonSerializableWebServiceRequest ()
 
virtual ~AmazonSerializableWebServiceRequest ()
 
std::shared_ptr< Aws::IOStreamGetBody () const override
 
- Public Member Functions inherited from Aws::AmazonWebServiceRequest
 AmazonWebServiceRequest ()
 
virtual ~AmazonWebServiceRequest ()=default
 
virtual void AddQueryStringParameters (Aws::Http::URI &uri) const
 
virtual void PutToPresignedUrl (Aws::Http::URI &uri) const
 
virtual bool IsStreaming () const
 
virtual bool IsEventStreamRequest () const
 
virtual bool SignBody () const
 
virtual bool IsChunked () const
 
virtual void SetRequestSignedHandler (const RequestSignedHandler &handler)
 
virtual const RequestSignedHandlerGetRequestSignedHandler () const
 
const Aws::IOStreamFactoryGetResponseStreamFactory () const
 
void SetResponseStreamFactory (const Aws::IOStreamFactory &factory)
 
virtual void SetDataReceivedEventHandler (const Aws::Http::DataReceivedEventHandler &dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (const Aws::Http::DataSentEventHandler &dataSentEventHandler)
 
virtual void SetContinueRequestHandler (const Aws::Http::ContinueRequestHandler &continueRequestHandler)
 
virtual void SetDataReceivedEventHandler (Aws::Http::DataReceivedEventHandler &&dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (Aws::Http::DataSentEventHandler &&dataSentEventHandler)
 
virtual void SetContinueRequestHandler (Aws::Http::ContinueRequestHandler &&continueRequestHandler)
 
virtual void SetRequestRetryHandler (const RequestRetryHandler &handler)
 
virtual void SetRequestRetryHandler (RequestRetryHandler &&handler)
 
virtual const Aws::Http::DataReceivedEventHandlerGetDataReceivedEventHandler () const
 
virtual const Aws::Http::DataSentEventHandlerGetDataSentEventHandler () const
 
virtual const Aws::Http::ContinueRequestHandlerGetContinueRequestHandler () const
 
virtual const RequestRetryHandlerGetRequestRetryHandler () const
 
virtual bool ShouldComputeContentMd5 () const
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::AmazonWebServiceRequest
virtual void DumpBodyToUrl (Aws::Http::URI &uri) const
 

Detailed Description

Represents the input for a request action.

See Also:

AWS API Reference

Definition at line 36 of file StartMatchBackfillRequest.h.

Constructor & Destructor Documentation

◆ StartMatchBackfillRequest()

Aws::GameLift::Model::StartMatchBackfillRequest::StartMatchBackfillRequest ( )

Member Function Documentation

◆ AddPlayers() [1/2]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::AddPlayers ( const Player value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 357 of file StartMatchBackfillRequest.h.

◆ AddPlayers() [2/2]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::AddPlayers ( Player &&  value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 373 of file StartMatchBackfillRequest.h.

◆ ConfigurationNameHasBeenSet()

bool Aws::GameLift::Model::StartMatchBackfillRequest::ConfigurationNameHasBeenSet ( ) const
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 131 of file StartMatchBackfillRequest.h.

◆ GameSessionArnHasBeenSet()

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 196 of file StartMatchBackfillRequest.h.

◆ GetConfigurationName()

const Aws::String& Aws::GameLift::Model::StartMatchBackfillRequest::GetConfigurationName ( ) const
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 123 of file StartMatchBackfillRequest.h.

◆ GetGameSessionArn()

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 188 of file StartMatchBackfillRequest.h.

◆ GetPlayers()

const Aws::Vector<Player>& Aws::GameLift::Model::StartMatchBackfillRequest::GetPlayers ( ) const
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 261 of file StartMatchBackfillRequest.h.

◆ GetRequestSpecificHeaders()

Aws::Http::HeaderValueCollection Aws::GameLift::Model::StartMatchBackfillRequest::GetRequestSpecificHeaders ( ) const
overridevirtual

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetServiceRequestName()

virtual const char* Aws::GameLift::Model::StartMatchBackfillRequest::GetServiceRequestName ( ) const
inlineoverridevirtual

Implements Aws::AmazonWebServiceRequest.

Definition at line 45 of file StartMatchBackfillRequest.h.

◆ GetTicketId()

const Aws::String& Aws::GameLift::Model::StartMatchBackfillRequest::GetTicketId ( ) const
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 58 of file StartMatchBackfillRequest.h.

◆ PlayersHasBeenSet()

bool Aws::GameLift::Model::StartMatchBackfillRequest::PlayersHasBeenSet ( ) const
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 277 of file StartMatchBackfillRequest.h.

◆ SerializePayload()

Aws::String Aws::GameLift::Model::StartMatchBackfillRequest::SerializePayload ( ) const
overridevirtual

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetConfigurationName() [1/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetConfigurationName ( const Aws::String value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 139 of file StartMatchBackfillRequest.h.

◆ SetConfigurationName() [2/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetConfigurationName ( Aws::String &&  value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 147 of file StartMatchBackfillRequest.h.

◆ SetConfigurationName() [3/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetConfigurationName ( const char *  value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 155 of file StartMatchBackfillRequest.h.

◆ SetGameSessionArn() [1/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 204 of file StartMatchBackfillRequest.h.

◆ SetGameSessionArn() [2/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 212 of file StartMatchBackfillRequest.h.

◆ SetGameSessionArn() [3/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 220 of file StartMatchBackfillRequest.h.

◆ SetPlayers() [1/2]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetPlayers ( const Aws::Vector< Player > &  value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 293 of file StartMatchBackfillRequest.h.

◆ SetPlayers() [2/2]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetPlayers ( Aws::Vector< Player > &&  value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 309 of file StartMatchBackfillRequest.h.

◆ SetTicketId() [1/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetTicketId ( const Aws::String value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 74 of file StartMatchBackfillRequest.h.

◆ SetTicketId() [2/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetTicketId ( Aws::String &&  value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 82 of file StartMatchBackfillRequest.h.

◆ SetTicketId() [3/3]

void Aws::GameLift::Model::StartMatchBackfillRequest::SetTicketId ( const char *  value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 90 of file StartMatchBackfillRequest.h.

◆ TicketIdHasBeenSet()

bool Aws::GameLift::Model::StartMatchBackfillRequest::TicketIdHasBeenSet ( ) const
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 66 of file StartMatchBackfillRequest.h.

◆ WithConfigurationName() [1/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithConfigurationName ( const Aws::String value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 163 of file StartMatchBackfillRequest.h.

◆ WithConfigurationName() [2/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithConfigurationName ( Aws::String &&  value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 171 of file StartMatchBackfillRequest.h.

◆ WithConfigurationName() [3/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithConfigurationName ( const char *  value)
inline

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

Definition at line 179 of file StartMatchBackfillRequest.h.

◆ WithGameSessionArn() [1/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 228 of file StartMatchBackfillRequest.h.

◆ WithGameSessionArn() [2/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 236 of file StartMatchBackfillRequest.h.

◆ WithGameSessionArn() [3/3]

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

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

Definition at line 244 of file StartMatchBackfillRequest.h.

◆ WithPlayers() [1/2]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithPlayers ( const Aws::Vector< Player > &  value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 325 of file StartMatchBackfillRequest.h.

◆ WithPlayers() [2/2]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithPlayers ( Aws::Vector< Player > &&  value)
inline

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

  • PlayerID, PlayerAttributes, Team -\- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.

  • LatencyInMs -\- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.

Definition at line 341 of file StartMatchBackfillRequest.h.

◆ WithTicketId() [1/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithTicketId ( const Aws::String value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 98 of file StartMatchBackfillRequest.h.

◆ WithTicketId() [2/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithTicketId ( Aws::String &&  value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 106 of file StartMatchBackfillRequest.h.

◆ WithTicketId() [3/3]

StartMatchBackfillRequest& Aws::GameLift::Model::StartMatchBackfillRequest::WithTicketId ( const char *  value)
inline

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

Definition at line 114 of file StartMatchBackfillRequest.h.


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