AWS SDK for C++  1.9.102
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::GameSession Class Reference

#include <GameSession.h>

Public Member Functions

 GameSession ()
 
 GameSession (Aws::Utils::Json::JsonView jsonValue)
 
GameSessionoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetGameSessionId () const
 
bool GameSessionIdHasBeenSet () const
 
void SetGameSessionId (const Aws::String &value)
 
void SetGameSessionId (Aws::String &&value)
 
void SetGameSessionId (const char *value)
 
GameSessionWithGameSessionId (const Aws::String &value)
 
GameSessionWithGameSessionId (Aws::String &&value)
 
GameSessionWithGameSessionId (const char *value)
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
GameSessionWithName (const Aws::String &value)
 
GameSessionWithName (Aws::String &&value)
 
GameSessionWithName (const char *value)
 
const Aws::StringGetFleetId () const
 
bool FleetIdHasBeenSet () const
 
void SetFleetId (const Aws::String &value)
 
void SetFleetId (Aws::String &&value)
 
void SetFleetId (const char *value)
 
GameSessionWithFleetId (const Aws::String &value)
 
GameSessionWithFleetId (Aws::String &&value)
 
GameSessionWithFleetId (const char *value)
 
const Aws::StringGetFleetArn () const
 
bool FleetArnHasBeenSet () const
 
void SetFleetArn (const Aws::String &value)
 
void SetFleetArn (Aws::String &&value)
 
void SetFleetArn (const char *value)
 
GameSessionWithFleetArn (const Aws::String &value)
 
GameSessionWithFleetArn (Aws::String &&value)
 
GameSessionWithFleetArn (const char *value)
 
const Aws::Utils::DateTimeGetCreationTime () const
 
bool CreationTimeHasBeenSet () const
 
void SetCreationTime (const Aws::Utils::DateTime &value)
 
void SetCreationTime (Aws::Utils::DateTime &&value)
 
GameSessionWithCreationTime (const Aws::Utils::DateTime &value)
 
GameSessionWithCreationTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetTerminationTime () const
 
bool TerminationTimeHasBeenSet () const
 
void SetTerminationTime (const Aws::Utils::DateTime &value)
 
void SetTerminationTime (Aws::Utils::DateTime &&value)
 
GameSessionWithTerminationTime (const Aws::Utils::DateTime &value)
 
GameSessionWithTerminationTime (Aws::Utils::DateTime &&value)
 
int GetCurrentPlayerSessionCount () const
 
bool CurrentPlayerSessionCountHasBeenSet () const
 
void SetCurrentPlayerSessionCount (int value)
 
GameSessionWithCurrentPlayerSessionCount (int value)
 
int GetMaximumPlayerSessionCount () const
 
bool MaximumPlayerSessionCountHasBeenSet () const
 
void SetMaximumPlayerSessionCount (int value)
 
GameSessionWithMaximumPlayerSessionCount (int value)
 
const GameSessionStatusGetStatus () const
 
bool StatusHasBeenSet () const
 
void SetStatus (const GameSessionStatus &value)
 
void SetStatus (GameSessionStatus &&value)
 
GameSessionWithStatus (const GameSessionStatus &value)
 
GameSessionWithStatus (GameSessionStatus &&value)
 
const GameSessionStatusReasonGetStatusReason () const
 
bool StatusReasonHasBeenSet () const
 
void SetStatusReason (const GameSessionStatusReason &value)
 
void SetStatusReason (GameSessionStatusReason &&value)
 
GameSessionWithStatusReason (const GameSessionStatusReason &value)
 
GameSessionWithStatusReason (GameSessionStatusReason &&value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionWithGameProperties (const Aws::Vector< GameProperty > &value)
 
GameSessionWithGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionAddGameProperties (const GameProperty &value)
 
GameSessionAddGameProperties (GameProperty &&value)
 
const Aws::StringGetIpAddress () const
 
bool IpAddressHasBeenSet () const
 
void SetIpAddress (const Aws::String &value)
 
void SetIpAddress (Aws::String &&value)
 
void SetIpAddress (const char *value)
 
GameSessionWithIpAddress (const Aws::String &value)
 
GameSessionWithIpAddress (Aws::String &&value)
 
GameSessionWithIpAddress (const char *value)
 
const Aws::StringGetDnsName () const
 
bool DnsNameHasBeenSet () const
 
void SetDnsName (const Aws::String &value)
 
void SetDnsName (Aws::String &&value)
 
void SetDnsName (const char *value)
 
GameSessionWithDnsName (const Aws::String &value)
 
GameSessionWithDnsName (Aws::String &&value)
 
GameSessionWithDnsName (const char *value)
 
int GetPort () const
 
bool PortHasBeenSet () const
 
void SetPort (int value)
 
GameSessionWithPort (int value)
 
const PlayerSessionCreationPolicyGetPlayerSessionCreationPolicy () const
 
bool PlayerSessionCreationPolicyHasBeenSet () const
 
void SetPlayerSessionCreationPolicy (const PlayerSessionCreationPolicy &value)
 
void SetPlayerSessionCreationPolicy (PlayerSessionCreationPolicy &&value)
 
GameSessionWithPlayerSessionCreationPolicy (const PlayerSessionCreationPolicy &value)
 
GameSessionWithPlayerSessionCreationPolicy (PlayerSessionCreationPolicy &&value)
 
const Aws::StringGetCreatorId () const
 
bool CreatorIdHasBeenSet () const
 
void SetCreatorId (const Aws::String &value)
 
void SetCreatorId (Aws::String &&value)
 
void SetCreatorId (const char *value)
 
GameSessionWithCreatorId (const Aws::String &value)
 
GameSessionWithCreatorId (Aws::String &&value)
 
GameSessionWithCreatorId (const char *value)
 
const Aws::StringGetGameSessionData () const
 
bool GameSessionDataHasBeenSet () const
 
void SetGameSessionData (const Aws::String &value)
 
void SetGameSessionData (Aws::String &&value)
 
void SetGameSessionData (const char *value)
 
GameSessionWithGameSessionData (const Aws::String &value)
 
GameSessionWithGameSessionData (Aws::String &&value)
 
GameSessionWithGameSessionData (const char *value)
 
const Aws::StringGetMatchmakerData () const
 
bool MatchmakerDataHasBeenSet () const
 
void SetMatchmakerData (const Aws::String &value)
 
void SetMatchmakerData (Aws::String &&value)
 
void SetMatchmakerData (const char *value)
 
GameSessionWithMatchmakerData (const Aws::String &value)
 
GameSessionWithMatchmakerData (Aws::String &&value)
 
GameSessionWithMatchmakerData (const char *value)
 
const Aws::StringGetLocation () const
 
bool LocationHasBeenSet () const
 
void SetLocation (const Aws::String &value)
 
void SetLocation (Aws::String &&value)
 
void SetLocation (const char *value)
 
GameSessionWithLocation (const Aws::String &value)
 
GameSessionWithLocation (Aws::String &&value)
 
GameSessionWithLocation (const char *value)
 

Detailed Description

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

See Also:

AWS API Reference

Definition at line 48 of file GameSession.h.

Constructor & Destructor Documentation

◆ GameSession() [1/2]

Aws::GameLift::Model::GameSession::GameSession ( )

◆ GameSession() [2/2]

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

Member Function Documentation

◆ AddGameProperties() [1/2]

GameSession& Aws::GameLift::Model::GameSession::AddGameProperties ( const GameProperty value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 533 of file GameSession.h.

◆ AddGameProperties() [2/2]

GameSession& Aws::GameLift::Model::GameSession::AddGameProperties ( GameProperty &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 541 of file GameSession.h.

◆ CreationTimeHasBeenSet()

bool Aws::GameLift::Model::GameSession::CreationTimeHasBeenSet ( ) const
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 273 of file GameSession.h.

◆ CreatorIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::CreatorIdHasBeenSet ( ) const
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 774 of file GameSession.h.

◆ CurrentPlayerSessionCountHasBeenSet()

bool Aws::GameLift::Model::GameSession::CurrentPlayerSessionCountHasBeenSet ( ) const
inline

Number of players currently in the game session.

Definition at line 355 of file GameSession.h.

◆ DnsNameHasBeenSet()

bool Aws::GameLift::Model::GameSession::DnsNameHasBeenSet ( ) const
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 619 of file GameSession.h.

◆ FleetArnHasBeenSet()

bool Aws::GameLift::Model::GameSession::FleetArnHasBeenSet ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 216 of file GameSession.h.

◆ FleetIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::FleetIdHasBeenSet ( ) const
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 171 of file GameSession.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::GameSession::GamePropertiesHasBeenSet ( ) const
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 493 of file GameSession.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::GameSession::GameSessionDataHasBeenSet ( ) const
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 831 of file GameSession.h.

◆ GameSessionIdHasBeenSet()

bool Aws::GameLift::Model::GameSession::GameSessionIdHasBeenSet ( ) const
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 69 of file GameSession.h.

◆ GetCreationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSession::GetCreationTime ( ) const
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 266 of file GameSession.h.

◆ GetCreatorId()

const Aws::String& Aws::GameLift::Model::GameSession::GetCreatorId ( ) const
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 767 of file GameSession.h.

◆ GetCurrentPlayerSessionCount()

int Aws::GameLift::Model::GameSession::GetCurrentPlayerSessionCount ( ) const
inline

Number of players currently in the game session.

Definition at line 350 of file GameSession.h.

◆ GetDnsName()

const Aws::String& Aws::GameLift::Model::GameSession::GetDnsName ( ) const
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 605 of file GameSession.h.

◆ GetFleetArn()

const Aws::String& Aws::GameLift::Model::GameSession::GetFleetArn ( ) const
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 209 of file GameSession.h.

◆ GetFleetId()

const Aws::String& Aws::GameLift::Model::GameSession::GetFleetId ( ) const
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 166 of file GameSession.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::GameSession::GetGameProperties ( ) const
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 485 of file GameSession.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::GameSession::GetGameSessionData ( ) const
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 824 of file GameSession.h.

◆ GetGameSessionId()

const Aws::String& Aws::GameLift::Model::GameSession::GetGameSessionId ( ) const
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 62 of file GameSession.h.

◆ GetIpAddress()

const Aws::String& Aws::GameLift::Model::GameSession::GetIpAddress ( ) const
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 548 of file GameSession.h.

◆ GetLocation()

const Aws::String& Aws::GameLift::Model::GameSession::GetLocation ( ) const
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 986 of file GameSession.h.

◆ GetMatchmakerData()

const Aws::String& Aws::GameLift::Model::GameSession::GetMatchmakerData ( ) const
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 887 of file GameSession.h.

◆ GetMaximumPlayerSessionCount()

int Aws::GameLift::Model::GameSession::GetMaximumPlayerSessionCount ( ) const
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 372 of file GameSession.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::GameSession::GetName ( ) const
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 118 of file GameSession.h.

◆ GetPlayerSessionCreationPolicy()

const PlayerSessionCreationPolicy& Aws::GameLift::Model::GameSession::GetPlayerSessionCreationPolicy ( ) const
inline

Indicates whether or not the game session is accepting new players.

Definition at line 734 of file GameSession.h.

◆ GetPort()

int Aws::GameLift::Model::GameSession::GetPort ( ) const
inline

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 710 of file GameSession.h.

◆ GetStatus()

const GameSessionStatus& Aws::GameLift::Model::GameSession::GetStatus ( ) const
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 397 of file GameSession.h.

◆ GetStatusReason()

const GameSessionStatusReason& Aws::GameLift::Model::GameSession::GetStatusReason ( ) const
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 436 of file GameSession.h.

◆ GetTerminationTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSession::GetTerminationTime ( ) const
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 309 of file GameSession.h.

◆ IpAddressHasBeenSet()

bool Aws::GameLift::Model::GameSession::IpAddressHasBeenSet ( ) const
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 554 of file GameSession.h.

◆ Jsonize()

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

◆ LocationHasBeenSet()

bool Aws::GameLift::Model::GameSession::LocationHasBeenSet ( ) const
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 993 of file GameSession.h.

◆ MatchmakerDataHasBeenSet()

bool Aws::GameLift::Model::GameSession::MatchmakerDataHasBeenSet ( ) const
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 900 of file GameSession.h.

◆ MaximumPlayerSessionCountHasBeenSet()

bool Aws::GameLift::Model::GameSession::MaximumPlayerSessionCountHasBeenSet ( ) const
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 378 of file GameSession.h.

◆ NameHasBeenSet()

bool Aws::GameLift::Model::GameSession::NameHasBeenSet ( ) const
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 124 of file GameSession.h.

◆ operator=()

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

◆ PlayerSessionCreationPolicyHasBeenSet()

bool Aws::GameLift::Model::GameSession::PlayerSessionCreationPolicyHasBeenSet ( ) const
inline

Indicates whether or not the game session is accepting new players.

Definition at line 739 of file GameSession.h.

◆ PortHasBeenSet()

bool Aws::GameLift::Model::GameSession::PortHasBeenSet ( ) const
inline

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 716 of file GameSession.h.

◆ SetCreationTime() [1/2]

void Aws::GameLift::Model::GameSession::SetCreationTime ( Aws::Utils::DateTime &&  value)
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 287 of file GameSession.h.

◆ SetCreationTime() [2/2]

void Aws::GameLift::Model::GameSession::SetCreationTime ( const Aws::Utils::DateTime value)
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 280 of file GameSession.h.

◆ SetCreatorId() [1/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( Aws::String &&  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 788 of file GameSession.h.

◆ SetCreatorId() [2/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( const Aws::String value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 781 of file GameSession.h.

◆ SetCreatorId() [3/3]

void Aws::GameLift::Model::GameSession::SetCreatorId ( const char *  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 795 of file GameSession.h.

◆ SetCurrentPlayerSessionCount()

void Aws::GameLift::Model::GameSession::SetCurrentPlayerSessionCount ( int  value)
inline

Number of players currently in the game session.

Definition at line 360 of file GameSession.h.

◆ SetDnsName() [1/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( Aws::String &&  value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 647 of file GameSession.h.

◆ SetDnsName() [2/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( const Aws::String value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 633 of file GameSession.h.

◆ SetDnsName() [3/3]

void Aws::GameLift::Model::GameSession::SetDnsName ( const char *  value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 661 of file GameSession.h.

◆ SetFleetArn() [1/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 230 of file GameSession.h.

◆ SetFleetArn() [2/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 223 of file GameSession.h.

◆ SetFleetArn() [3/3]

void Aws::GameLift::Model::GameSession::SetFleetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 237 of file GameSession.h.

◆ SetFleetId() [1/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( Aws::String &&  value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 181 of file GameSession.h.

◆ SetFleetId() [2/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( const Aws::String value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 176 of file GameSession.h.

◆ SetFleetId() [3/3]

void Aws::GameLift::Model::GameSession::SetFleetId ( const char *  value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 186 of file GameSession.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::GameSession::SetGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 509 of file GameSession.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::GameSession::SetGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 501 of file GameSession.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( Aws::String &&  value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 845 of file GameSession.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( const Aws::String value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 838 of file GameSession.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::GameSession::SetGameSessionData ( const char *  value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 852 of file GameSession.h.

◆ SetGameSessionId() [1/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( Aws::String &&  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 83 of file GameSession.h.

◆ SetGameSessionId() [2/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( const Aws::String value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 76 of file GameSession.h.

◆ SetGameSessionId() [3/3]

void Aws::GameLift::Model::GameSession::SetGameSessionId ( const char *  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 90 of file GameSession.h.

◆ SetIpAddress() [1/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( Aws::String &&  value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 566 of file GameSession.h.

◆ SetIpAddress() [2/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( const Aws::String value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 560 of file GameSession.h.

◆ SetIpAddress() [3/3]

void Aws::GameLift::Model::GameSession::SetIpAddress ( const char *  value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 572 of file GameSession.h.

◆ SetLocation() [1/3]

void Aws::GameLift::Model::GameSession::SetLocation ( Aws::String &&  value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1007 of file GameSession.h.

◆ SetLocation() [2/3]

void Aws::GameLift::Model::GameSession::SetLocation ( const Aws::String value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1000 of file GameSession.h.

◆ SetLocation() [3/3]

void Aws::GameLift::Model::GameSession::SetLocation ( const char *  value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1014 of file GameSession.h.

◆ SetMatchmakerData() [1/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( Aws::String &&  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 926 of file GameSession.h.

◆ SetMatchmakerData() [2/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( const Aws::String value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 913 of file GameSession.h.

◆ SetMatchmakerData() [3/3]

void Aws::GameLift::Model::GameSession::SetMatchmakerData ( const char *  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 939 of file GameSession.h.

◆ SetMaximumPlayerSessionCount()

void Aws::GameLift::Model::GameSession::SetMaximumPlayerSessionCount ( int  value)
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 384 of file GameSession.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::GameSession::SetName ( Aws::String &&  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 136 of file GameSession.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::GameSession::SetName ( const Aws::String value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 130 of file GameSession.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::GameSession::SetName ( const char *  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 142 of file GameSession.h.

◆ SetPlayerSessionCreationPolicy() [1/2]

void Aws::GameLift::Model::GameSession::SetPlayerSessionCreationPolicy ( const PlayerSessionCreationPolicy value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 744 of file GameSession.h.

◆ SetPlayerSessionCreationPolicy() [2/2]

void Aws::GameLift::Model::GameSession::SetPlayerSessionCreationPolicy ( PlayerSessionCreationPolicy &&  value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 749 of file GameSession.h.

◆ SetPort()

void Aws::GameLift::Model::GameSession::SetPort ( int  value)
inline

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 722 of file GameSession.h.

◆ SetStatus() [1/2]

void Aws::GameLift::Model::GameSession::SetStatus ( const GameSessionStatus value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 409 of file GameSession.h.

◆ SetStatus() [2/2]

void Aws::GameLift::Model::GameSession::SetStatus ( GameSessionStatus &&  value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 415 of file GameSession.h.

◆ SetStatusReason() [1/2]

void Aws::GameLift::Model::GameSession::SetStatusReason ( const GameSessionStatusReason value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 452 of file GameSession.h.

◆ SetStatusReason() [2/2]

void Aws::GameLift::Model::GameSession::SetStatusReason ( GameSessionStatusReason &&  value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 460 of file GameSession.h.

◆ SetTerminationTime() [1/2]

void Aws::GameLift::Model::GameSession::SetTerminationTime ( Aws::Utils::DateTime &&  value)
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 330 of file GameSession.h.

◆ SetTerminationTime() [2/2]

void Aws::GameLift::Model::GameSession::SetTerminationTime ( const Aws::Utils::DateTime value)
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 323 of file GameSession.h.

◆ StatusHasBeenSet()

bool Aws::GameLift::Model::GameSession::StatusHasBeenSet ( ) const
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 403 of file GameSession.h.

◆ StatusReasonHasBeenSet()

bool Aws::GameLift::Model::GameSession::StatusReasonHasBeenSet ( ) const
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 444 of file GameSession.h.

◆ TerminationTimeHasBeenSet()

bool Aws::GameLift::Model::GameSession::TerminationTimeHasBeenSet ( ) const
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 316 of file GameSession.h.

◆ WithCreationTime() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithCreationTime ( Aws::Utils::DateTime &&  value)
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 301 of file GameSession.h.

◆ WithCreationTime() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithCreationTime ( const Aws::Utils::DateTime value)
inline

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 294 of file GameSession.h.

◆ WithCreatorId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( Aws::String &&  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 809 of file GameSession.h.

◆ WithCreatorId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( const Aws::String value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 802 of file GameSession.h.

◆ WithCreatorId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithCreatorId ( const char *  value)
inline

A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

Definition at line 816 of file GameSession.h.

◆ WithCurrentPlayerSessionCount()

GameSession& Aws::GameLift::Model::GameSession::WithCurrentPlayerSessionCount ( int  value)
inline

Number of players currently in the game session.

Definition at line 365 of file GameSession.h.

◆ WithDnsName() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( Aws::String &&  value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 689 of file GameSession.h.

◆ WithDnsName() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( const Aws::String value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 675 of file GameSession.h.

◆ WithDnsName() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithDnsName ( const char *  value)
inline

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

Definition at line 703 of file GameSession.h.

◆ WithFleetArn() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 251 of file GameSession.h.

◆ WithFleetArn() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 244 of file GameSession.h.

◆ WithFleetArn() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetArn ( const char *  value)
inline

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

Definition at line 258 of file GameSession.h.

◆ WithFleetId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( Aws::String &&  value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 196 of file GameSession.h.

◆ WithFleetId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( const Aws::String value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 191 of file GameSession.h.

◆ WithFleetId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithFleetId ( const char *  value)
inline

A unique identifier for the fleet that the game session is running on.

Definition at line 201 of file GameSession.h.

◆ WithGameProperties() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithGameProperties ( Aws::Vector< GameProperty > &&  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 525 of file GameSession.h.

◆ WithGameProperties() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithGameProperties ( const Aws::Vector< GameProperty > &  value)
inline

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

Definition at line 517 of file GameSession.h.

◆ WithGameSessionData() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( Aws::String &&  value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 866 of file GameSession.h.

◆ WithGameSessionData() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( const Aws::String value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 859 of file GameSession.h.

◆ WithGameSessionData() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionData ( const char *  value)
inline

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

Definition at line 873 of file GameSession.h.

◆ WithGameSessionId() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( Aws::String &&  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 104 of file GameSession.h.

◆ WithGameSessionId() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( const Aws::String value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 97 of file GameSession.h.

◆ WithGameSessionId() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithGameSessionId ( const char *  value)
inline

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

Definition at line 111 of file GameSession.h.

◆ WithIpAddress() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( Aws::String &&  value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 584 of file GameSession.h.

◆ WithIpAddress() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( const Aws::String value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 578 of file GameSession.h.

◆ WithIpAddress() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithIpAddress ( const char *  value)
inline

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 590 of file GameSession.h.

◆ WithLocation() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithLocation ( Aws::String &&  value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1028 of file GameSession.h.

◆ WithLocation() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithLocation ( const Aws::String value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1021 of file GameSession.h.

◆ WithLocation() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithLocation ( const char *  value)
inline

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

Definition at line 1035 of file GameSession.h.

◆ WithMatchmakerData() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( Aws::String &&  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 965 of file GameSession.h.

◆ WithMatchmakerData() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( const Aws::String value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 952 of file GameSession.h.

◆ WithMatchmakerData() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithMatchmakerData ( const char *  value)
inline

Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).

Definition at line 978 of file GameSession.h.

◆ WithMaximumPlayerSessionCount()

GameSession& Aws::GameLift::Model::GameSession::WithMaximumPlayerSessionCount ( int  value)
inline

The maximum number of players that can be connected simultaneously to the game session.

Definition at line 390 of file GameSession.h.

◆ WithName() [1/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( Aws::String &&  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 154 of file GameSession.h.

◆ WithName() [2/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( const Aws::String value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 148 of file GameSession.h.

◆ WithName() [3/3]

GameSession& Aws::GameLift::Model::GameSession::WithName ( const char *  value)
inline

A descriptive label that is associated with a game session. Session names do not need to be unique.

Definition at line 160 of file GameSession.h.

◆ WithPlayerSessionCreationPolicy() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithPlayerSessionCreationPolicy ( const PlayerSessionCreationPolicy value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 754 of file GameSession.h.

◆ WithPlayerSessionCreationPolicy() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithPlayerSessionCreationPolicy ( PlayerSessionCreationPolicy &&  value)
inline

Indicates whether or not the game session is accepting new players.

Definition at line 759 of file GameSession.h.

◆ WithPort()

GameSession& Aws::GameLift::Model::GameSession::WithPort ( int  value)
inline

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Definition at line 728 of file GameSession.h.

◆ WithStatus() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatus ( const GameSessionStatus value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 421 of file GameSession.h.

◆ WithStatus() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatus ( GameSessionStatus &&  value)
inline

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

Definition at line 427 of file GameSession.h.

◆ WithStatusReason() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatusReason ( const GameSessionStatusReason value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 468 of file GameSession.h.

◆ WithStatusReason() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithStatusReason ( GameSessionStatusReason &&  value)
inline

Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.

Definition at line 476 of file GameSession.h.

◆ WithTerminationTime() [1/2]

GameSession& Aws::GameLift::Model::GameSession::WithTerminationTime ( Aws::Utils::DateTime &&  value)
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 344 of file GameSession.h.

◆ WithTerminationTime() [2/2]

GameSession& Aws::GameLift::Model::GameSession::WithTerminationTime ( const Aws::Utils::DateTime value)
inline

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 337 of file GameSession.h.


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