AWS SDK for C++  1.9.105
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::GameServer Class Reference

#include <GameServer.h>

Public Member Functions

 GameServer ()
 
 GameServer (Aws::Utils::Json::JsonView jsonValue)
 
GameServeroperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetGameServerGroupName () const
 
bool GameServerGroupNameHasBeenSet () const
 
void SetGameServerGroupName (const Aws::String &value)
 
void SetGameServerGroupName (Aws::String &&value)
 
void SetGameServerGroupName (const char *value)
 
GameServerWithGameServerGroupName (const Aws::String &value)
 
GameServerWithGameServerGroupName (Aws::String &&value)
 
GameServerWithGameServerGroupName (const char *value)
 
const Aws::StringGetGameServerGroupArn () const
 
bool GameServerGroupArnHasBeenSet () const
 
void SetGameServerGroupArn (const Aws::String &value)
 
void SetGameServerGroupArn (Aws::String &&value)
 
void SetGameServerGroupArn (const char *value)
 
GameServerWithGameServerGroupArn (const Aws::String &value)
 
GameServerWithGameServerGroupArn (Aws::String &&value)
 
GameServerWithGameServerGroupArn (const char *value)
 
const Aws::StringGetGameServerId () const
 
bool GameServerIdHasBeenSet () const
 
void SetGameServerId (const Aws::String &value)
 
void SetGameServerId (Aws::String &&value)
 
void SetGameServerId (const char *value)
 
GameServerWithGameServerId (const Aws::String &value)
 
GameServerWithGameServerId (Aws::String &&value)
 
GameServerWithGameServerId (const char *value)
 
const Aws::StringGetInstanceId () const
 
bool InstanceIdHasBeenSet () const
 
void SetInstanceId (const Aws::String &value)
 
void SetInstanceId (Aws::String &&value)
 
void SetInstanceId (const char *value)
 
GameServerWithInstanceId (const Aws::String &value)
 
GameServerWithInstanceId (Aws::String &&value)
 
GameServerWithInstanceId (const char *value)
 
const Aws::StringGetConnectionInfo () const
 
bool ConnectionInfoHasBeenSet () const
 
void SetConnectionInfo (const Aws::String &value)
 
void SetConnectionInfo (Aws::String &&value)
 
void SetConnectionInfo (const char *value)
 
GameServerWithConnectionInfo (const Aws::String &value)
 
GameServerWithConnectionInfo (Aws::String &&value)
 
GameServerWithConnectionInfo (const char *value)
 
const Aws::StringGetGameServerData () const
 
bool GameServerDataHasBeenSet () const
 
void SetGameServerData (const Aws::String &value)
 
void SetGameServerData (Aws::String &&value)
 
void SetGameServerData (const char *value)
 
GameServerWithGameServerData (const Aws::String &value)
 
GameServerWithGameServerData (Aws::String &&value)
 
GameServerWithGameServerData (const char *value)
 
const GameServerClaimStatusGetClaimStatus () const
 
bool ClaimStatusHasBeenSet () const
 
void SetClaimStatus (const GameServerClaimStatus &value)
 
void SetClaimStatus (GameServerClaimStatus &&value)
 
GameServerWithClaimStatus (const GameServerClaimStatus &value)
 
GameServerWithClaimStatus (GameServerClaimStatus &&value)
 
const GameServerUtilizationStatusGetUtilizationStatus () const
 
bool UtilizationStatusHasBeenSet () const
 
void SetUtilizationStatus (const GameServerUtilizationStatus &value)
 
void SetUtilizationStatus (GameServerUtilizationStatus &&value)
 
GameServerWithUtilizationStatus (const GameServerUtilizationStatus &value)
 
GameServerWithUtilizationStatus (GameServerUtilizationStatus &&value)
 
const Aws::Utils::DateTimeGetRegistrationTime () const
 
bool RegistrationTimeHasBeenSet () const
 
void SetRegistrationTime (const Aws::Utils::DateTime &value)
 
void SetRegistrationTime (Aws::Utils::DateTime &&value)
 
GameServerWithRegistrationTime (const Aws::Utils::DateTime &value)
 
GameServerWithRegistrationTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetLastClaimTime () const
 
bool LastClaimTimeHasBeenSet () const
 
void SetLastClaimTime (const Aws::Utils::DateTime &value)
 
void SetLastClaimTime (Aws::Utils::DateTime &&value)
 
GameServerWithLastClaimTime (const Aws::Utils::DateTime &value)
 
GameServerWithLastClaimTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetLastHealthCheckTime () const
 
bool LastHealthCheckTimeHasBeenSet () const
 
void SetLastHealthCheckTime (const Aws::Utils::DateTime &value)
 
void SetLastHealthCheckTime (Aws::Utils::DateTime &&value)
 
GameServerWithLastHealthCheckTime (const Aws::Utils::DateTime &value)
 
GameServerWithLastHealthCheckTime (Aws::Utils::DateTime &&value)
 

Detailed Description

This data type is used with the GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

See Also:

AWS API Reference

Definition at line 44 of file GameServer.h.

Constructor & Destructor Documentation

◆ GameServer() [1/2]

Aws::GameLift::Model::GameServer::GameServer ( )

◆ GameServer() [2/2]

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

Member Function Documentation

◆ ClaimStatusHasBeenSet()

bool Aws::GameLift::Model::GameServer::ClaimStatusHasBeenSet ( ) const
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 389 of file GameServer.h.

◆ ConnectionInfoHasBeenSet()

bool Aws::GameLift::Model::GameServer::ConnectionInfoHasBeenSet ( ) const
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 275 of file GameServer.h.

◆ GameServerDataHasBeenSet()

bool Aws::GameLift::Model::GameServer::GameServerDataHasBeenSet ( ) const
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 326 of file GameServer.h.

◆ GameServerGroupArnHasBeenSet()

bool Aws::GameLift::Model::GameServer::GameServerGroupArnHasBeenSet ( ) const
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 112 of file GameServer.h.

◆ GameServerGroupNameHasBeenSet()

bool Aws::GameLift::Model::GameServer::GameServerGroupNameHasBeenSet ( ) const
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 63 of file GameServer.h.

◆ GameServerIdHasBeenSet()

bool Aws::GameLift::Model::GameServer::GameServerIdHasBeenSet ( ) const
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 163 of file GameServer.h.

◆ GetClaimStatus()

const GameServerClaimStatus& Aws::GameLift::Model::GameServer::GetClaimStatus ( ) const
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 379 of file GameServer.h.

◆ GetConnectionInfo()

const Aws::String& Aws::GameLift::Model::GameServer::GetConnectionInfo ( ) const
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 269 of file GameServer.h.

◆ GetGameServerData()

const Aws::String& Aws::GameLift::Model::GameServer::GetGameServerData ( ) const
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 319 of file GameServer.h.

◆ GetGameServerGroupArn()

const Aws::String& Aws::GameLift::Model::GameServer::GetGameServerGroupArn ( ) const
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 106 of file GameServer.h.

◆ GetGameServerGroupName()

const Aws::String& Aws::GameLift::Model::GameServer::GetGameServerGroupName ( ) const
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 57 of file GameServer.h.

◆ GetGameServerId()

const Aws::String& Aws::GameLift::Model::GameServer::GetGameServerId ( ) const
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 156 of file GameServer.h.

◆ GetInstanceId()

const Aws::String& Aws::GameLift::Model::GameServer::GetInstanceId ( ) const
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 213 of file GameServer.h.

◆ GetLastClaimTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameServer::GetLastClaimTime ( ) const
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 542 of file GameServer.h.

◆ GetLastHealthCheckTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameServer::GetLastHealthCheckTime ( ) const
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 592 of file GameServer.h.

◆ GetRegistrationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameServer::GetRegistrationTime ( ) const
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 498 of file GameServer.h.

◆ GetUtilizationStatus()

const GameServerUtilizationStatus& Aws::GameLift::Model::GameServer::GetUtilizationStatus ( ) const
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 440 of file GameServer.h.

◆ InstanceIdHasBeenSet()

bool Aws::GameLift::Model::GameServer::InstanceIdHasBeenSet ( ) const
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 220 of file GameServer.h.

◆ Jsonize()

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

◆ LastClaimTimeHasBeenSet()

bool Aws::GameLift::Model::GameServer::LastClaimTimeHasBeenSet ( ) const
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 550 of file GameServer.h.

◆ LastHealthCheckTimeHasBeenSet()

bool Aws::GameLift::Model::GameServer::LastHealthCheckTimeHasBeenSet ( ) const
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 601 of file GameServer.h.

◆ operator=()

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

◆ RegistrationTimeHasBeenSet()

bool Aws::GameLift::Model::GameServer::RegistrationTimeHasBeenSet ( ) const
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 505 of file GameServer.h.

◆ SetClaimStatus() [1/2]

void Aws::GameLift::Model::GameServer::SetClaimStatus ( const GameServerClaimStatus value)
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 399 of file GameServer.h.

◆ SetClaimStatus() [2/2]

void Aws::GameLift::Model::GameServer::SetClaimStatus ( GameServerClaimStatus &&  value)
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 409 of file GameServer.h.

◆ SetConnectionInfo() [1/3]

void Aws::GameLift::Model::GameServer::SetConnectionInfo ( Aws::String &&  value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 287 of file GameServer.h.

◆ SetConnectionInfo() [2/3]

void Aws::GameLift::Model::GameServer::SetConnectionInfo ( const Aws::String value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 281 of file GameServer.h.

◆ SetConnectionInfo() [3/3]

void Aws::GameLift::Model::GameServer::SetConnectionInfo ( const char *  value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 293 of file GameServer.h.

◆ SetGameServerData() [1/3]

void Aws::GameLift::Model::GameServer::SetGameServerData ( Aws::String &&  value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 340 of file GameServer.h.

◆ SetGameServerData() [2/3]

void Aws::GameLift::Model::GameServer::SetGameServerData ( const Aws::String value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 333 of file GameServer.h.

◆ SetGameServerData() [3/3]

void Aws::GameLift::Model::GameServer::SetGameServerData ( const char *  value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 347 of file GameServer.h.

◆ SetGameServerGroupArn() [1/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupArn ( Aws::String &&  value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 124 of file GameServer.h.

◆ SetGameServerGroupArn() [2/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupArn ( const Aws::String value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 118 of file GameServer.h.

◆ SetGameServerGroupArn() [3/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupArn ( const char *  value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 130 of file GameServer.h.

◆ SetGameServerGroupName() [1/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupName ( Aws::String &&  value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 75 of file GameServer.h.

◆ SetGameServerGroupName() [2/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupName ( const Aws::String value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 69 of file GameServer.h.

◆ SetGameServerGroupName() [3/3]

void Aws::GameLift::Model::GameServer::SetGameServerGroupName ( const char *  value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 81 of file GameServer.h.

◆ SetGameServerId() [1/3]

void Aws::GameLift::Model::GameServer::SetGameServerId ( Aws::String &&  value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 177 of file GameServer.h.

◆ SetGameServerId() [2/3]

void Aws::GameLift::Model::GameServer::SetGameServerId ( const Aws::String value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 170 of file GameServer.h.

◆ SetGameServerId() [3/3]

void Aws::GameLift::Model::GameServer::SetGameServerId ( const char *  value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 184 of file GameServer.h.

◆ SetInstanceId() [1/3]

void Aws::GameLift::Model::GameServer::SetInstanceId ( Aws::String &&  value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 234 of file GameServer.h.

◆ SetInstanceId() [2/3]

void Aws::GameLift::Model::GameServer::SetInstanceId ( const Aws::String value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 227 of file GameServer.h.

◆ SetInstanceId() [3/3]

void Aws::GameLift::Model::GameServer::SetInstanceId ( const char *  value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 241 of file GameServer.h.

◆ SetLastClaimTime() [1/2]

void Aws::GameLift::Model::GameServer::SetLastClaimTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 566 of file GameServer.h.

◆ SetLastClaimTime() [2/2]

void Aws::GameLift::Model::GameServer::SetLastClaimTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 558 of file GameServer.h.

◆ SetLastHealthCheckTime() [1/2]

void Aws::GameLift::Model::GameServer::SetLastHealthCheckTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 619 of file GameServer.h.

◆ SetLastHealthCheckTime() [2/2]

void Aws::GameLift::Model::GameServer::SetLastHealthCheckTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 610 of file GameServer.h.

◆ SetRegistrationTime() [1/2]

void Aws::GameLift::Model::GameServer::SetRegistrationTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 519 of file GameServer.h.

◆ SetRegistrationTime() [2/2]

void Aws::GameLift::Model::GameServer::SetRegistrationTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 512 of file GameServer.h.

◆ SetUtilizationStatus() [1/2]

void Aws::GameLift::Model::GameServer::SetUtilizationStatus ( const GameServerUtilizationStatus value)
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 460 of file GameServer.h.

◆ SetUtilizationStatus() [2/2]

void Aws::GameLift::Model::GameServer::SetUtilizationStatus ( GameServerUtilizationStatus &&  value)
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 470 of file GameServer.h.

◆ UtilizationStatusHasBeenSet()

bool Aws::GameLift::Model::GameServer::UtilizationStatusHasBeenSet ( ) const
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 450 of file GameServer.h.

◆ WithClaimStatus() [1/2]

GameServer& Aws::GameLift::Model::GameServer::WithClaimStatus ( const GameServerClaimStatus value)
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 419 of file GameServer.h.

◆ WithClaimStatus() [2/2]

GameServer& Aws::GameLift::Model::GameServer::WithClaimStatus ( GameServerClaimStatus &&  value)
inline

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Definition at line 429 of file GameServer.h.

◆ WithConnectionInfo() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithConnectionInfo ( Aws::String &&  value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 305 of file GameServer.h.

◆ WithConnectionInfo() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithConnectionInfo ( const Aws::String value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 299 of file GameServer.h.

◆ WithConnectionInfo() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithConnectionInfo ( const char *  value)
inline

The port and IP address that must be used to establish a client connection to the game server.

Definition at line 311 of file GameServer.h.

◆ WithGameServerData() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerData ( Aws::String &&  value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 361 of file GameServer.h.

◆ WithGameServerData() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerData ( const Aws::String value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 354 of file GameServer.h.

◆ WithGameServerData() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerData ( const char *  value)
inline

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Definition at line 368 of file GameServer.h.

◆ WithGameServerGroupArn() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupArn ( Aws::String &&  value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 142 of file GameServer.h.

◆ WithGameServerGroupArn() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupArn ( const Aws::String value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 136 of file GameServer.h.

◆ WithGameServerGroupArn() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupArn ( const char *  value)
inline

The ARN identifier for the game server group where the game server is located.

Definition at line 148 of file GameServer.h.

◆ WithGameServerGroupName() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupName ( Aws::String &&  value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 93 of file GameServer.h.

◆ WithGameServerGroupName() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupName ( const Aws::String value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 87 of file GameServer.h.

◆ WithGameServerGroupName() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerGroupName ( const char *  value)
inline

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

Definition at line 99 of file GameServer.h.

◆ WithGameServerId() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerId ( Aws::String &&  value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 198 of file GameServer.h.

◆ WithGameServerId() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerId ( const Aws::String value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 191 of file GameServer.h.

◆ WithGameServerId() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithGameServerId ( const char *  value)
inline

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

Definition at line 205 of file GameServer.h.

◆ WithInstanceId() [1/3]

GameServer& Aws::GameLift::Model::GameServer::WithInstanceId ( Aws::String &&  value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 255 of file GameServer.h.

◆ WithInstanceId() [2/3]

GameServer& Aws::GameLift::Model::GameServer::WithInstanceId ( const Aws::String value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 248 of file GameServer.h.

◆ WithInstanceId() [3/3]

GameServer& Aws::GameLift::Model::GameServer::WithInstanceId ( const char *  value)
inline

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

Definition at line 262 of file GameServer.h.

◆ WithLastClaimTime() [1/2]

GameServer& Aws::GameLift::Model::GameServer::WithLastClaimTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 582 of file GameServer.h.

◆ WithLastClaimTime() [2/2]

GameServer& Aws::GameLift::Model::GameServer::WithLastClaimTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Definition at line 574 of file GameServer.h.

◆ WithLastHealthCheckTime() [1/2]

GameServer& Aws::GameLift::Model::GameServer::WithLastHealthCheckTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 637 of file GameServer.h.

◆ WithLastHealthCheckTime() [2/2]

GameServer& Aws::GameLift::Model::GameServer::WithLastHealthCheckTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Definition at line 628 of file GameServer.h.

◆ WithRegistrationTime() [1/2]

GameServer& Aws::GameLift::Model::GameServer::WithRegistrationTime ( Aws::Utils::DateTime &&  value)
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 533 of file GameServer.h.

◆ WithRegistrationTime() [2/2]

GameServer& Aws::GameLift::Model::GameServer::WithRegistrationTime ( const Aws::Utils::DateTime value)
inline

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 526 of file GameServer.h.

◆ WithUtilizationStatus() [1/2]

GameServer& Aws::GameLift::Model::GameServer::WithUtilizationStatus ( const GameServerUtilizationStatus value)
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 480 of file GameServer.h.

◆ WithUtilizationStatus() [2/2]

GameServer& Aws::GameLift::Model::GameServer::WithUtilizationStatus ( GameServerUtilizationStatus &&  value)
inline

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Definition at line 490 of file GameServer.h.


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