/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Connection information for a new game session that is created in response to
* a start matchmaking request. Once a match is made, the FlexMatch engine creates
* a new game session for it. This information, including the game session endpoint
* and player sessions for each player in the original matchmaking request, is
* added to the matchmaking ticket.See Also:
AWS
* API Reference
A unique identifier for the game session. Use the game session ID.
*/ inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; } inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); } inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); } inline GameSessionConnectionInfo& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} inline GameSessionConnectionInfo& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;} inline GameSessionConnectionInfo& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;} ///@} ///@{ /** *The IP address of the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.
*/ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } inline GameSessionConnectionInfo& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} inline GameSessionConnectionInfo& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} inline GameSessionConnectionInfo& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} ///@} ///@{ /** *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.
*/ inline const Aws::String& GetDnsName() const{ return m_dnsName; } inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } inline GameSessionConnectionInfo& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} inline GameSessionConnectionInfo& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} inline GameSessionConnectionInfo& WithDnsName(const char* value) { SetDnsName(value); return *this;} ///@} ///@{ /** *The port number for the game session. To connect to a Amazon GameLift game * server, an app needs both the IP address and port number.
*/ inline int GetPort() const{ return m_port; } inline bool PortHasBeenSet() const { return m_portHasBeenSet; } inline void SetPort(int value) { m_portHasBeenSet = true; m_port = value; } inline GameSessionConnectionInfo& WithPort(int value) { SetPort(value); return *this;} ///@} ///@{ /** *A collection of player session IDs, one for each player ID that was included * in the original matchmaking request.
*/ inline const Aws::Vector