AWS SDK for C++  1.9.107
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::GameSessionPlacement Class Reference

#include <GameSessionPlacement.h>

Public Member Functions

 GameSessionPlacement ()
 
 GameSessionPlacement (Aws::Utils::Json::JsonView jsonValue)
 
GameSessionPlacementoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::StringGetPlacementId () const
 
bool PlacementIdHasBeenSet () const
 
void SetPlacementId (const Aws::String &value)
 
void SetPlacementId (Aws::String &&value)
 
void SetPlacementId (const char *value)
 
GameSessionPlacementWithPlacementId (const Aws::String &value)
 
GameSessionPlacementWithPlacementId (Aws::String &&value)
 
GameSessionPlacementWithPlacementId (const char *value)
 
const Aws::StringGetGameSessionQueueName () const
 
bool GameSessionQueueNameHasBeenSet () const
 
void SetGameSessionQueueName (const Aws::String &value)
 
void SetGameSessionQueueName (Aws::String &&value)
 
void SetGameSessionQueueName (const char *value)
 
GameSessionPlacementWithGameSessionQueueName (const Aws::String &value)
 
GameSessionPlacementWithGameSessionQueueName (Aws::String &&value)
 
GameSessionPlacementWithGameSessionQueueName (const char *value)
 
const GameSessionPlacementStateGetStatus () const
 
bool StatusHasBeenSet () const
 
void SetStatus (const GameSessionPlacementState &value)
 
void SetStatus (GameSessionPlacementState &&value)
 
GameSessionPlacementWithStatus (const GameSessionPlacementState &value)
 
GameSessionPlacementWithStatus (GameSessionPlacementState &&value)
 
const Aws::Vector< GameProperty > & GetGameProperties () const
 
bool GamePropertiesHasBeenSet () const
 
void SetGameProperties (const Aws::Vector< GameProperty > &value)
 
void SetGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionPlacementWithGameProperties (const Aws::Vector< GameProperty > &value)
 
GameSessionPlacementWithGameProperties (Aws::Vector< GameProperty > &&value)
 
GameSessionPlacementAddGameProperties (const GameProperty &value)
 
GameSessionPlacementAddGameProperties (GameProperty &&value)
 
int GetMaximumPlayerSessionCount () const
 
bool MaximumPlayerSessionCountHasBeenSet () const
 
void SetMaximumPlayerSessionCount (int value)
 
GameSessionPlacementWithMaximumPlayerSessionCount (int value)
 
const Aws::StringGetGameSessionName () const
 
bool GameSessionNameHasBeenSet () const
 
void SetGameSessionName (const Aws::String &value)
 
void SetGameSessionName (Aws::String &&value)
 
void SetGameSessionName (const char *value)
 
GameSessionPlacementWithGameSessionName (const Aws::String &value)
 
GameSessionPlacementWithGameSessionName (Aws::String &&value)
 
GameSessionPlacementWithGameSessionName (const char *value)
 
const Aws::StringGetGameSessionId () const
 
bool GameSessionIdHasBeenSet () const
 
void SetGameSessionId (const Aws::String &value)
 
void SetGameSessionId (Aws::String &&value)
 
void SetGameSessionId (const char *value)
 
GameSessionPlacementWithGameSessionId (const Aws::String &value)
 
GameSessionPlacementWithGameSessionId (Aws::String &&value)
 
GameSessionPlacementWithGameSessionId (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)
 
GameSessionPlacementWithGameSessionArn (const Aws::String &value)
 
GameSessionPlacementWithGameSessionArn (Aws::String &&value)
 
GameSessionPlacementWithGameSessionArn (const char *value)
 
const Aws::StringGetGameSessionRegion () const
 
bool GameSessionRegionHasBeenSet () const
 
void SetGameSessionRegion (const Aws::String &value)
 
void SetGameSessionRegion (Aws::String &&value)
 
void SetGameSessionRegion (const char *value)
 
GameSessionPlacementWithGameSessionRegion (const Aws::String &value)
 
GameSessionPlacementWithGameSessionRegion (Aws::String &&value)
 
GameSessionPlacementWithGameSessionRegion (const char *value)
 
const Aws::Vector< PlayerLatency > & GetPlayerLatencies () const
 
bool PlayerLatenciesHasBeenSet () const
 
void SetPlayerLatencies (const Aws::Vector< PlayerLatency > &value)
 
void SetPlayerLatencies (Aws::Vector< PlayerLatency > &&value)
 
GameSessionPlacementWithPlayerLatencies (const Aws::Vector< PlayerLatency > &value)
 
GameSessionPlacementWithPlayerLatencies (Aws::Vector< PlayerLatency > &&value)
 
GameSessionPlacementAddPlayerLatencies (const PlayerLatency &value)
 
GameSessionPlacementAddPlayerLatencies (PlayerLatency &&value)
 
const Aws::Utils::DateTimeGetStartTime () const
 
bool StartTimeHasBeenSet () const
 
void SetStartTime (const Aws::Utils::DateTime &value)
 
void SetStartTime (Aws::Utils::DateTime &&value)
 
GameSessionPlacementWithStartTime (const Aws::Utils::DateTime &value)
 
GameSessionPlacementWithStartTime (Aws::Utils::DateTime &&value)
 
const Aws::Utils::DateTimeGetEndTime () const
 
bool EndTimeHasBeenSet () const
 
void SetEndTime (const Aws::Utils::DateTime &value)
 
void SetEndTime (Aws::Utils::DateTime &&value)
 
GameSessionPlacementWithEndTime (const Aws::Utils::DateTime &value)
 
GameSessionPlacementWithEndTime (Aws::Utils::DateTime &&value)
 
const Aws::StringGetIpAddress () const
 
bool IpAddressHasBeenSet () const
 
void SetIpAddress (const Aws::String &value)
 
void SetIpAddress (Aws::String &&value)
 
void SetIpAddress (const char *value)
 
GameSessionPlacementWithIpAddress (const Aws::String &value)
 
GameSessionPlacementWithIpAddress (Aws::String &&value)
 
GameSessionPlacementWithIpAddress (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)
 
GameSessionPlacementWithDnsName (const Aws::String &value)
 
GameSessionPlacementWithDnsName (Aws::String &&value)
 
GameSessionPlacementWithDnsName (const char *value)
 
int GetPort () const
 
bool PortHasBeenSet () const
 
void SetPort (int value)
 
GameSessionPlacementWithPort (int value)
 
const Aws::Vector< PlacedPlayerSession > & GetPlacedPlayerSessions () const
 
bool PlacedPlayerSessionsHasBeenSet () const
 
void SetPlacedPlayerSessions (const Aws::Vector< PlacedPlayerSession > &value)
 
void SetPlacedPlayerSessions (Aws::Vector< PlacedPlayerSession > &&value)
 
GameSessionPlacementWithPlacedPlayerSessions (const Aws::Vector< PlacedPlayerSession > &value)
 
GameSessionPlacementWithPlacedPlayerSessions (Aws::Vector< PlacedPlayerSession > &&value)
 
GameSessionPlacementAddPlacedPlayerSessions (const PlacedPlayerSession &value)
 
GameSessionPlacementAddPlacedPlayerSessions (PlacedPlayerSession &&value)
 
const Aws::StringGetGameSessionData () const
 
bool GameSessionDataHasBeenSet () const
 
void SetGameSessionData (const Aws::String &value)
 
void SetGameSessionData (Aws::String &&value)
 
void SetGameSessionData (const char *value)
 
GameSessionPlacementWithGameSessionData (const Aws::String &value)
 
GameSessionPlacementWithGameSessionData (Aws::String &&value)
 
GameSessionPlacementWithGameSessionData (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)
 
GameSessionPlacementWithMatchmakerData (const Aws::String &value)
 
GameSessionPlacementWithMatchmakerData (Aws::String &&value)
 
GameSessionPlacementWithMatchmakerData (const char *value)
 

Detailed Description

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

See Also:

AWS API Reference

Definition at line 42 of file GameSessionPlacement.h.

Constructor & Destructor Documentation

◆ GameSessionPlacement() [1/2]

Aws::GameLift::Model::GameSessionPlacement::GameSessionPlacement ( )

◆ GameSessionPlacement() [2/2]

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

Member Function Documentation

◆ AddGameProperties() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 299 of file GameSessionPlacement.h.

◆ AddGameProperties() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 308 of file GameSessionPlacement.h.

◆ AddPlacedPlayerSessions() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlacedPlayerSessions ( const PlacedPlayerSession value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 959 of file GameSessionPlacement.h.

◆ AddPlacedPlayerSessions() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlacedPlayerSessions ( PlacedPlayerSession &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 970 of file GameSessionPlacement.h.

◆ AddPlayerLatencies() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlayerLatencies ( const PlayerLatency value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 596 of file GameSessionPlacement.h.

◆ AddPlayerLatencies() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::AddPlayerLatencies ( PlayerLatency &&  value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 602 of file GameSessionPlacement.h.

◆ DnsNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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 768 of file GameSessionPlacement.h.

◆ EndTimeHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::EndTimeHasBeenSet ( ) const
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 658 of file GameSessionPlacement.h.

◆ GamePropertiesHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 254 of file GameSessionPlacement.h.

◆ GameSessionArnHasBeenSet()

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 448 of file GameSessionPlacement.h.

◆ GameSessionDataHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 989 of file GameSessionPlacement.h.

◆ GameSessionIdHasBeenSet()

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 395 of file GameSessionPlacement.h.

◆ GameSessionNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionNameHasBeenSet ( ) const
inline

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

Definition at line 346 of file GameSessionPlacement.h.

◆ GameSessionQueueNameHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionQueueNameHasBeenSet ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 102 of file GameSessionPlacement.h.

◆ GameSessionRegionHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::GameSessionRegionHasBeenSet ( ) const
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 511 of file GameSessionPlacement.h.

◆ GetDnsName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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 754 of file GameSessionPlacement.h.

◆ GetEndTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSessionPlacement::GetEndTime ( ) const
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 652 of file GameSessionPlacement.h.

◆ GetGameProperties()

const Aws::Vector<GameProperty>& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 245 of file GameSessionPlacement.h.

◆ GetGameSessionArn()

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 440 of file GameSessionPlacement.h.

◆ GetGameSessionData()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 980 of file GameSessionPlacement.h.

◆ GetGameSessionId()

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 389 of file GameSessionPlacement.h.

◆ GetGameSessionName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionName ( ) const
inline

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

Definition at line 340 of file GameSessionPlacement.h.

◆ GetGameSessionQueueName()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionQueueName ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 96 of file GameSessionPlacement.h.

◆ GetGameSessionRegion()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetGameSessionRegion ( ) const
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 504 of file GameSessionPlacement.h.

◆ GetIpAddress()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 690 of file GameSessionPlacement.h.

◆ GetMatchmakerData()

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1055 of file GameSessionPlacement.h.

◆ GetMaximumPlayerSessionCount()

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

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

Definition at line 315 of file GameSessionPlacement.h.

◆ GetPlacedPlayerSessions()

const Aws::Vector<PlacedPlayerSession>& Aws::GameLift::Model::GameSessionPlacement::GetPlacedPlayerSessions ( ) const
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 893 of file GameSessionPlacement.h.

◆ GetPlacementId()

const Aws::String& Aws::GameLift::Model::GameSessionPlacement::GetPlacementId ( ) const
inline

A unique identifier for a game session placement.

Definition at line 54 of file GameSessionPlacement.h.

◆ GetPlayerLatencies()

const Aws::Vector<PlayerLatency>& Aws::GameLift::Model::GameSessionPlacement::GetPlayerLatencies ( ) const
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 560 of file GameSessionPlacement.h.

◆ GetPort()

int Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 860 of file GameSessionPlacement.h.

◆ GetStartTime()

const Aws::Utils::DateTime& Aws::GameLift::Model::GameSessionPlacement::GetStartTime ( ) const
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 610 of file GameSessionPlacement.h.

◆ GetStatus()

const GameSessionPlacementState& Aws::GameLift::Model::GameSessionPlacement::GetStatus ( ) const
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 155 of file GameSessionPlacement.h.

◆ IpAddressHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 697 of file GameSessionPlacement.h.

◆ Jsonize()

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

◆ MatchmakerDataHasBeenSet()

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1066 of file GameSessionPlacement.h.

◆ MaximumPlayerSessionCountHasBeenSet()

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

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

Definition at line 321 of file GameSessionPlacement.h.

◆ operator=()

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

◆ PlacedPlayerSessionsHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlacedPlayerSessionsHasBeenSet ( ) const
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 904 of file GameSessionPlacement.h.

◆ PlacementIdHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlacementIdHasBeenSet ( ) const
inline

A unique identifier for a game session placement.

Definition at line 59 of file GameSessionPlacement.h.

◆ PlayerLatenciesHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::PlayerLatenciesHasBeenSet ( ) const
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 566 of file GameSessionPlacement.h.

◆ PortHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 867 of file GameSessionPlacement.h.

◆ SetDnsName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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 796 of file GameSessionPlacement.h.

◆ SetDnsName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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 782 of file GameSessionPlacement.h.

◆ SetDnsName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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 810 of file GameSessionPlacement.h.

◆ SetEndTime() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetEndTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 670 of file GameSessionPlacement.h.

◆ SetEndTime() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetEndTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 664 of file GameSessionPlacement.h.

◆ SetGameProperties() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 272 of file GameSessionPlacement.h.

◆ SetGameProperties() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 263 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [1/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 464 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [2/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 456 of file GameSessionPlacement.h.

◆ SetGameSessionArn() [3/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 472 of file GameSessionPlacement.h.

◆ SetGameSessionData() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 1007 of file GameSessionPlacement.h.

◆ SetGameSessionData() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 998 of file GameSessionPlacement.h.

◆ SetGameSessionData() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 1016 of file GameSessionPlacement.h.

◆ SetGameSessionId() [1/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 407 of file GameSessionPlacement.h.

◆ SetGameSessionId() [2/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 401 of file GameSessionPlacement.h.

◆ SetGameSessionId() [3/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 413 of file GameSessionPlacement.h.

◆ SetGameSessionName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 358 of file GameSessionPlacement.h.

◆ SetGameSessionName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 352 of file GameSessionPlacement.h.

◆ SetGameSessionName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionName ( 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 364 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 114 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 108 of file GameSessionPlacement.h.

◆ SetGameSessionQueueName() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionQueueName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 120 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( Aws::String &&  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 525 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( const Aws::String value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 518 of file GameSessionPlacement.h.

◆ SetGameSessionRegion() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetGameSessionRegion ( const char *  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 532 of file GameSessionPlacement.h.

◆ SetIpAddress() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 711 of file GameSessionPlacement.h.

◆ SetIpAddress() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 704 of file GameSessionPlacement.h.

◆ SetIpAddress() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 718 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [1/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1088 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [2/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1077 of file GameSessionPlacement.h.

◆ SetMatchmakerData() [3/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1099 of file GameSessionPlacement.h.

◆ SetMaximumPlayerSessionCount()

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

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

Definition at line 327 of file GameSessionPlacement.h.

◆ SetPlacedPlayerSessions() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacedPlayerSessions ( Aws::Vector< PlacedPlayerSession > &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 926 of file GameSessionPlacement.h.

◆ SetPlacedPlayerSessions() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacedPlayerSessions ( const Aws::Vector< PlacedPlayerSession > &  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 915 of file GameSessionPlacement.h.

◆ SetPlacementId() [1/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( Aws::String &&  value)
inline

A unique identifier for a game session placement.

Definition at line 69 of file GameSessionPlacement.h.

◆ SetPlacementId() [2/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( const Aws::String value)
inline

A unique identifier for a game session placement.

Definition at line 64 of file GameSessionPlacement.h.

◆ SetPlacementId() [3/3]

void Aws::GameLift::Model::GameSessionPlacement::SetPlacementId ( const char *  value)
inline

A unique identifier for a game session placement.

Definition at line 74 of file GameSessionPlacement.h.

◆ SetPlayerLatencies() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlayerLatencies ( Aws::Vector< PlayerLatency > &&  value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 578 of file GameSessionPlacement.h.

◆ SetPlayerLatencies() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetPlayerLatencies ( const Aws::Vector< PlayerLatency > &  value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 572 of file GameSessionPlacement.h.

◆ SetPort()

void Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 874 of file GameSessionPlacement.h.

◆ SetStartTime() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStartTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 631 of file GameSessionPlacement.h.

◆ SetStartTime() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStartTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 624 of file GameSessionPlacement.h.

◆ SetStatus() [1/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStatus ( const GameSessionPlacementState value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 187 of file GameSessionPlacement.h.

◆ SetStatus() [2/2]

void Aws::GameLift::Model::GameSessionPlacement::SetStatus ( GameSessionPlacementState &&  value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 203 of file GameSessionPlacement.h.

◆ StartTimeHasBeenSet()

bool Aws::GameLift::Model::GameSessionPlacement::StartTimeHasBeenSet ( ) const
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 617 of file GameSessionPlacement.h.

◆ StatusHasBeenSet()

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

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 171 of file GameSessionPlacement.h.

◆ WithDnsName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 838 of file GameSessionPlacement.h.

◆ WithDnsName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 824 of file GameSessionPlacement.h.

◆ WithDnsName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 852 of file GameSessionPlacement.h.

◆ WithEndTime() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithEndTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 682 of file GameSessionPlacement.h.

◆ WithEndTime() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithEndTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was completed, canceled, or timed out.

Definition at line 676 of file GameSessionPlacement.h.

◆ WithGameProperties() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 290 of file GameSessionPlacement.h.

◆ WithGameProperties() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 281 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [1/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 488 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [2/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 480 of file GameSessionPlacement.h.

◆ WithGameSessionArn() [3/3]

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Definition at line 496 of file GameSessionPlacement.h.

◆ WithGameSessionData() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 1034 of file GameSessionPlacement.h.

◆ WithGameSessionData() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 1025 of file GameSessionPlacement.h.

◆ WithGameSessionData() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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 (see Start a Game Session).

Definition at line 1043 of file GameSessionPlacement.h.

◆ WithGameSessionId() [1/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 425 of file GameSessionPlacement.h.

◆ WithGameSessionId() [2/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 419 of file GameSessionPlacement.h.

◆ WithGameSessionId() [3/3]

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 431 of file GameSessionPlacement.h.

◆ WithGameSessionName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 376 of file GameSessionPlacement.h.

◆ WithGameSessionName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 370 of file GameSessionPlacement.h.

◆ WithGameSessionName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionName ( 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 382 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 132 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 126 of file GameSessionPlacement.h.

◆ WithGameSessionQueueName() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionQueueName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 138 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( Aws::String &&  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 546 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( const Aws::String value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 539 of file GameSessionPlacement.h.

◆ WithGameSessionRegion() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithGameSessionRegion ( const char *  value)
inline

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 553 of file GameSessionPlacement.h.

◆ WithIpAddress() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 732 of file GameSessionPlacement.h.

◆ WithIpAddress() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 725 of file GameSessionPlacement.h.

◆ WithIpAddress() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 739 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [1/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1121 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [2/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1110 of file GameSessionPlacement.h.

◆ WithMatchmakerData() [3/3]

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Definition at line 1132 of file GameSessionPlacement.h.

◆ WithMaximumPlayerSessionCount()

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

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

Definition at line 333 of file GameSessionPlacement.h.

◆ WithPlacedPlayerSessions() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacedPlayerSessions ( Aws::Vector< PlacedPlayerSession > &&  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 948 of file GameSessionPlacement.h.

◆ WithPlacedPlayerSessions() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacedPlayerSessions ( const Aws::Vector< PlacedPlayerSession > &  value)
inline

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Definition at line 937 of file GameSessionPlacement.h.

◆ WithPlacementId() [1/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( Aws::String &&  value)
inline

A unique identifier for a game session placement.

Definition at line 84 of file GameSessionPlacement.h.

◆ WithPlacementId() [2/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( const Aws::String value)
inline

A unique identifier for a game session placement.

Definition at line 79 of file GameSessionPlacement.h.

◆ WithPlacementId() [3/3]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlacementId ( const char *  value)
inline

A unique identifier for a game session placement.

Definition at line 89 of file GameSessionPlacement.h.

◆ WithPlayerLatencies() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlayerLatencies ( Aws::Vector< PlayerLatency > &&  value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 590 of file GameSessionPlacement.h.

◆ WithPlayerLatencies() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithPlayerLatencies ( const Aws::Vector< PlayerLatency > &  value)
inline

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Definition at line 584 of file GameSessionPlacement.h.

◆ WithPort()

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::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. This value is set once the new game session is placed (placement status is FULFILLED).

Definition at line 881 of file GameSessionPlacement.h.

◆ WithStartTime() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStartTime ( Aws::Utils::DateTime &&  value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 645 of file GameSessionPlacement.h.

◆ WithStartTime() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStartTime ( const Aws::Utils::DateTime value)
inline

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Definition at line 638 of file GameSessionPlacement.h.

◆ WithStatus() [1/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStatus ( const GameSessionPlacementState value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 219 of file GameSessionPlacement.h.

◆ WithStatus() [2/2]

GameSessionPlacement& Aws::GameLift::Model::GameSessionPlacement::WithStatus ( GameSessionPlacementState &&  value)
inline

Current status of the game session placement request.

  • PENDING – The placement request is currently in the queue waiting to be processed.

  • FULFILLED – A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT – A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILEDGameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

Definition at line 235 of file GameSessionPlacement.h.


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