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 <aws/gamelift/model/PlayerLatency.h>
13#include <aws/gamelift/model/DesiredPlayerSession.h>
51 inline void SetPlacementId(
const char* value) { m_placementIdHasBeenSet =
true; m_placementId.assign(value); }
66 inline void SetGameSessionQueueName(
const char* value) { m_gameSessionQueueNameHasBeenSet =
true; m_gameSessionQueueName.assign(value); }
107 inline void SetGameSessionName(
const char* value) { m_gameSessionNameHasBeenSet =
true; m_gameSessionName.assign(value); }
156 inline void SetGameSessionData(
const char* value) { m_gameSessionDataHasBeenSet =
true; m_gameSessionData.assign(value); }
164 bool m_placementIdHasBeenSet =
false;
167 bool m_gameSessionQueueNameHasBeenSet =
false;
170 bool m_gamePropertiesHasBeenSet =
false;
172 int m_maximumPlayerSessionCount;
173 bool m_maximumPlayerSessionCountHasBeenSet =
false;
176 bool m_gameSessionNameHasBeenSet =
false;
179 bool m_playerLatenciesHasBeenSet =
false;
182 bool m_desiredPlayerSessionsHasBeenSet =
false;
185 bool m_gameSessionDataHasBeenSet =
false;
void SetDesiredPlayerSessions(Aws::Vector< DesiredPlayerSession > &&value)
const Aws::String & GetPlacementId() const
void SetGameSessionQueueName(const char *value)
void SetPlacementId(Aws::String &&value)
void SetPlacementId(const Aws::String &value)
StartGameSessionPlacementRequest & WithDesiredPlayerSessions(Aws::Vector< DesiredPlayerSession > &&value)
StartGameSessionPlacementRequest & AddPlayerLatencies(const PlayerLatency &value)
AWS_GAMELIFT_API StartGameSessionPlacementRequest()
StartGameSessionPlacementRequest & AddGameProperties(GameProperty &&value)
void SetGameSessionData(const Aws::String &value)
bool GameSessionNameHasBeenSet() const
StartGameSessionPlacementRequest & AddPlayerLatencies(PlayerLatency &&value)
void SetGameSessionQueueName(Aws::String &&value)
void SetGameSessionName(Aws::String &&value)
void SetGameSessionQueueName(const Aws::String &value)
virtual const char * GetServiceRequestName() const override
StartGameSessionPlacementRequest & WithGameSessionName(const char *value)
StartGameSessionPlacementRequest & WithGameSessionQueueName(Aws::String &&value)
void SetGameProperties(Aws::Vector< GameProperty > &&value)
const Aws::Vector< GameProperty > & GetGameProperties() const
const Aws::Vector< PlayerLatency > & GetPlayerLatencies() const
void SetPlacementId(const char *value)
StartGameSessionPlacementRequest & WithGameProperties(const Aws::Vector< GameProperty > &value)
bool PlayerLatenciesHasBeenSet() const
const Aws::String & GetGameSessionQueueName() const
StartGameSessionPlacementRequest & WithGameSessionQueueName(const char *value)
StartGameSessionPlacementRequest & WithGameSessionData(const char *value)
StartGameSessionPlacementRequest & WithDesiredPlayerSessions(const Aws::Vector< DesiredPlayerSession > &value)
void SetGameSessionData(const char *value)
bool DesiredPlayerSessionsHasBeenSet() const
StartGameSessionPlacementRequest & WithGameSessionData(Aws::String &&value)
StartGameSessionPlacementRequest & WithPlayerLatencies(const Aws::Vector< PlayerLatency > &value)
bool PlacementIdHasBeenSet() const
void SetPlayerLatencies(const Aws::Vector< PlayerLatency > &value)
StartGameSessionPlacementRequest & AddGameProperties(const GameProperty &value)
bool GameSessionQueueNameHasBeenSet() const
StartGameSessionPlacementRequest & WithGameProperties(Aws::Vector< GameProperty > &&value)
StartGameSessionPlacementRequest & WithPlacementId(Aws::String &&value)
const Aws::String & GetGameSessionName() const
StartGameSessionPlacementRequest & WithPlayerLatencies(Aws::Vector< PlayerLatency > &&value)
bool GameSessionDataHasBeenSet() const
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
StartGameSessionPlacementRequest & AddDesiredPlayerSessions(DesiredPlayerSession &&value)
StartGameSessionPlacementRequest & WithGameSessionName(Aws::String &&value)
void SetMaximumPlayerSessionCount(int value)
StartGameSessionPlacementRequest & AddDesiredPlayerSessions(const DesiredPlayerSession &value)
void SetGameSessionData(Aws::String &&value)
StartGameSessionPlacementRequest & WithGameSessionData(const Aws::String &value)
bool GamePropertiesHasBeenSet() const
void SetPlayerLatencies(Aws::Vector< PlayerLatency > &&value)
StartGameSessionPlacementRequest & WithMaximumPlayerSessionCount(int value)
StartGameSessionPlacementRequest & WithPlacementId(const Aws::String &value)
void SetDesiredPlayerSessions(const Aws::Vector< DesiredPlayerSession > &value)
void SetGameSessionName(const Aws::String &value)
const Aws::String & GetGameSessionData() const
void SetGameSessionName(const char *value)
int GetMaximumPlayerSessionCount() const
StartGameSessionPlacementRequest & WithGameSessionName(const Aws::String &value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
void SetGameProperties(const Aws::Vector< GameProperty > &value)
StartGameSessionPlacementRequest & WithPlacementId(const char *value)
StartGameSessionPlacementRequest & WithGameSessionQueueName(const Aws::String &value)
const Aws::Vector< DesiredPlayerSession > & GetDesiredPlayerSessions() const
bool MaximumPlayerSessionCountHasBeenSet() const
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