144 lines
7.3 KiB
C
144 lines
7.3 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/MatchedPlayerSession.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Connection information for a new game session that is created in response to
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* a start matchmaking request. Once a match is made, the FlexMatch engine creates
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* a new game session for it. This information, including the game session endpoint
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* and player sessions for each player in the original matchmaking request, is
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* added to the matchmaking ticket.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo">AWS
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* API Reference</a></p>
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*/
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class GameSessionConnectionInfo
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{
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public:
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AWS_GAMELIFT_API GameSessionConnectionInfo();
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AWS_GAMELIFT_API GameSessionConnectionInfo(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API GameSessionConnectionInfo& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>A unique identifier for the game session. Use the game session ID.</p>
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*/
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inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; }
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inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; }
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inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; }
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inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); }
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inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); }
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inline GameSessionConnectionInfo& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;}
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inline GameSessionConnectionInfo& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;}
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inline GameSessionConnectionInfo& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;}
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///@}
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///@{
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/**
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* <p>The IP address of the game session. To connect to a Amazon GameLift game
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* server, an app needs both the IP address and port number.</p>
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*/
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inline const Aws::String& GetIpAddress() const{ return m_ipAddress; }
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inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; }
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inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; }
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inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); }
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inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); }
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inline GameSessionConnectionInfo& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;}
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inline GameSessionConnectionInfo& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;}
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inline GameSessionConnectionInfo& WithIpAddress(const char* value) { SetIpAddress(value); return *this;}
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///@}
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///@{
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/**
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* <p>The DNS identifier assigned to the instance that is running the game session.
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* Values have the following format:</p> <ul> <li> <p>TLS-enabled fleets:
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* <code><unique identifier>.<region
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* identifier>.amazongamelift.com</code>.</p> </li> <li> <p>Non-TLS-enabled
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* fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
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* <a
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* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon
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* EC2 Instance IP Addressing</a>.)</p> </li> </ul> <p>When connecting to a game
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* session that is running on a TLS-enabled fleet, you must use the DNS name, not
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* the IP address.</p>
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*/
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inline const Aws::String& GetDnsName() const{ return m_dnsName; }
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inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; }
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inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; }
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inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); }
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inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); }
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inline GameSessionConnectionInfo& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;}
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inline GameSessionConnectionInfo& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;}
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inline GameSessionConnectionInfo& WithDnsName(const char* value) { SetDnsName(value); return *this;}
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///@}
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///@{
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/**
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* <p>The port number for the game session. To connect to a Amazon GameLift game
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* server, an app needs both the IP address and port number.</p>
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*/
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inline int GetPort() const{ return m_port; }
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inline bool PortHasBeenSet() const { return m_portHasBeenSet; }
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inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; }
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inline GameSessionConnectionInfo& WithPort(int value) { SetPort(value); return *this;}
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///@}
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///@{
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/**
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* <p>A collection of player session IDs, one for each player ID that was included
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* in the original matchmaking request. </p>
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*/
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inline const Aws::Vector<MatchedPlayerSession>& GetMatchedPlayerSessions() const{ return m_matchedPlayerSessions; }
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inline bool MatchedPlayerSessionsHasBeenSet() const { return m_matchedPlayerSessionsHasBeenSet; }
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inline void SetMatchedPlayerSessions(const Aws::Vector<MatchedPlayerSession>& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = value; }
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inline void SetMatchedPlayerSessions(Aws::Vector<MatchedPlayerSession>&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions = std::move(value); }
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inline GameSessionConnectionInfo& WithMatchedPlayerSessions(const Aws::Vector<MatchedPlayerSession>& value) { SetMatchedPlayerSessions(value); return *this;}
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inline GameSessionConnectionInfo& WithMatchedPlayerSessions(Aws::Vector<MatchedPlayerSession>&& value) { SetMatchedPlayerSessions(std::move(value)); return *this;}
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inline GameSessionConnectionInfo& AddMatchedPlayerSessions(const MatchedPlayerSession& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(value); return *this; }
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inline GameSessionConnectionInfo& AddMatchedPlayerSessions(MatchedPlayerSession&& value) { m_matchedPlayerSessionsHasBeenSet = true; m_matchedPlayerSessions.push_back(std::move(value)); return *this; }
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///@}
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private:
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Aws::String m_gameSessionArn;
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bool m_gameSessionArnHasBeenSet = false;
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Aws::String m_ipAddress;
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bool m_ipAddressHasBeenSet = false;
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Aws::String m_dnsName;
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bool m_dnsNameHasBeenSet = false;
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int m_port;
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bool m_portHasBeenSet = false;
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Aws::Vector<MatchedPlayerSession> m_matchedPlayerSessions;
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bool m_matchedPlayerSessionsHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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