AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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CreateGameSessionRequest.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
10#include <aws/core/utils/memory/stl/AWSVector.h>
11#include <aws/gamelift/model/GameProperty.h>
12#include <utility>
13
14namespace Aws
15{
16namespace GameLift
17{
18namespace Model
19{
20
24 {
25 public:
26 AWS_GAMELIFT_API CreateGameSessionRequest();
27
28 // Service request name is the Operation name which will send this request out,
29 // each operation should has unique request name, so that we can get operation's name from this request.
30 // Note: this is not true for response, multiple operations may have the same response name,
31 // so we can not get operation's name from response.
32 inline virtual const char* GetServiceRequestName() const override { return "CreateGameSession"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
38
40
45 inline const Aws::String& GetFleetId() const{ return m_fleetId; }
46 inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
47 inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
48 inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
49 inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
50 inline CreateGameSessionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
51 inline CreateGameSessionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
52 inline CreateGameSessionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
54
56
61 inline const Aws::String& GetAliasId() const{ return m_aliasId; }
62 inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; }
63 inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; }
64 inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); }
65 inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); }
66 inline CreateGameSessionRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;}
67 inline CreateGameSessionRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;}
68 inline CreateGameSessionRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;}
70
72
76 inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
77 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
78 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
81
83
87 inline const Aws::String& GetName() const{ return m_name; }
88 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
89 inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
90 inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
91 inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
92 inline CreateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
93 inline CreateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
94 inline CreateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
96
98
105 inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
106 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
107 inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
108 inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
111 inline CreateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
112 inline CreateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
114
116
129 inline const Aws::String& GetCreatorId() const{ return m_creatorId; }
130 inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; }
131 inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; }
132 inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); }
133 inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); }
134 inline CreateGameSessionRequest& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;}
135 inline CreateGameSessionRequest& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;}
136 inline CreateGameSessionRequest& WithCreatorId(const char* value) { SetCreatorId(value); return *this;}
138
140
146 inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
147 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
148 inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
149 inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
150 inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
151 inline CreateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
152 inline CreateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
153 inline CreateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
155
157
169 inline const Aws::String& GetIdempotencyToken() const{ return m_idempotencyToken; }
170 inline bool IdempotencyTokenHasBeenSet() const { return m_idempotencyTokenHasBeenSet; }
171 inline void SetIdempotencyToken(const Aws::String& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = value; }
172 inline void SetIdempotencyToken(Aws::String&& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = std::move(value); }
173 inline void SetIdempotencyToken(const char* value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken.assign(value); }
175 inline CreateGameSessionRequest& WithIdempotencyToken(Aws::String&& value) { SetIdempotencyToken(std::move(value)); return *this;}
176 inline CreateGameSessionRequest& WithIdempotencyToken(const char* value) { SetIdempotencyToken(value); return *this;}
178
180
187 inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; }
188 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
189 inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; }
190 inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); }
191 inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); }
192 inline CreateGameSessionRequest& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;}
193 inline CreateGameSessionRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;}
194 inline CreateGameSessionRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;}
196
198
205 inline const Aws::String& GetLocation() const{ return m_location; }
206 inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; }
207 inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; }
208 inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); }
209 inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); }
210 inline CreateGameSessionRequest& WithLocation(const Aws::String& value) { SetLocation(value); return *this;}
211 inline CreateGameSessionRequest& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;}
212 inline CreateGameSessionRequest& WithLocation(const char* value) { SetLocation(value); return *this;}
214 private:
215
216 Aws::String m_fleetId;
217 bool m_fleetIdHasBeenSet = false;
218
219 Aws::String m_aliasId;
220 bool m_aliasIdHasBeenSet = false;
221
222 int m_maximumPlayerSessionCount;
223 bool m_maximumPlayerSessionCountHasBeenSet = false;
224
225 Aws::String m_name;
226 bool m_nameHasBeenSet = false;
227
228 Aws::Vector<GameProperty> m_gameProperties;
229 bool m_gamePropertiesHasBeenSet = false;
230
231 Aws::String m_creatorId;
232 bool m_creatorIdHasBeenSet = false;
233
234 Aws::String m_gameSessionId;
235 bool m_gameSessionIdHasBeenSet = false;
236
237 Aws::String m_idempotencyToken;
238 bool m_idempotencyTokenHasBeenSet = false;
239
240 Aws::String m_gameSessionData;
241 bool m_gameSessionDataHasBeenSet = false;
242
243 Aws::String m_location;
244 bool m_locationHasBeenSet = false;
245 };
246
247} // namespace Model
248} // namespace GameLift
249} // namespace Aws
CreateGameSessionRequest & WithLocation(Aws::String &&value)
void SetGameProperties(const Aws::Vector< GameProperty > &value)
const Aws::Vector< GameProperty > & GetGameProperties() const
CreateGameSessionRequest & WithGameSessionId(Aws::String &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
CreateGameSessionRequest & WithFleetId(const Aws::String &value)
CreateGameSessionRequest & WithCreatorId(const Aws::String &value)
CreateGameSessionRequest & WithGameSessionData(const Aws::String &value)
CreateGameSessionRequest & WithIdempotencyToken(const Aws::String &value)
CreateGameSessionRequest & AddGameProperties(GameProperty &&value)
CreateGameSessionRequest & WithFleetId(Aws::String &&value)
CreateGameSessionRequest & WithFleetId(const char *value)
CreateGameSessionRequest & WithLocation(const char *value)
CreateGameSessionRequest & WithCreatorId(Aws::String &&value)
CreateGameSessionRequest & WithName(Aws::String &&value)
CreateGameSessionRequest & WithAliasId(Aws::String &&value)
CreateGameSessionRequest & WithName(const char *value)
void SetGameProperties(Aws::Vector< GameProperty > &&value)
CreateGameSessionRequest & WithAliasId(const Aws::String &value)
virtual const char * GetServiceRequestName() const override
CreateGameSessionRequest & WithIdempotencyToken(const char *value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
CreateGameSessionRequest & WithGameSessionData(const char *value)
CreateGameSessionRequest & WithIdempotencyToken(Aws::String &&value)
CreateGameSessionRequest & AddGameProperties(const GameProperty &value)
CreateGameSessionRequest & WithLocation(const Aws::String &value)
CreateGameSessionRequest & WithMaximumPlayerSessionCount(int value)
CreateGameSessionRequest & WithName(const Aws::String &value)
CreateGameSessionRequest & WithAliasId(const char *value)
CreateGameSessionRequest & WithGameSessionId(const char *value)
CreateGameSessionRequest & WithGameSessionId(const Aws::String &value)
CreateGameSessionRequest & WithGameProperties(const Aws::Vector< GameProperty > &value)
CreateGameSessionRequest & WithGameProperties(Aws::Vector< GameProperty > &&value)
CreateGameSessionRequest & WithCreatorId(const char *value)
CreateGameSessionRequest & WithGameSessionData(Aws::String &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector