AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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StartGameSessionPlacementRequest.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 <aws/gamelift/model/PlayerLatency.h>
13#include <aws/gamelift/model/DesiredPlayerSession.h>
14#include <utility>
15
16namespace Aws
17{
18namespace GameLift
19{
20namespace Model
21{
22
26 {
27 public:
29
30 // Service request name is the Operation name which will send this request out,
31 // each operation should has unique request name, so that we can get operation's name from this request.
32 // Note: this is not true for response, multiple operations may have the same response name,
33 // so we can not get operation's name from response.
34 inline virtual const char* GetServiceRequestName() const override { return "StartGameSessionPlacement"; }
35
36 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
37
39
40
42
47 inline const Aws::String& GetPlacementId() const{ return m_placementId; }
48 inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; }
49 inline void SetPlacementId(const Aws::String& value) { m_placementIdHasBeenSet = true; m_placementId = value; }
50 inline void SetPlacementId(Aws::String&& value) { m_placementIdHasBeenSet = true; m_placementId = std::move(value); }
51 inline void SetPlacementId(const char* value) { m_placementIdHasBeenSet = true; m_placementId.assign(value); }
52 inline StartGameSessionPlacementRequest& WithPlacementId(const Aws::String& value) { SetPlacementId(value); return *this;}
53 inline StartGameSessionPlacementRequest& WithPlacementId(Aws::String&& value) { SetPlacementId(std::move(value)); return *this;}
54 inline StartGameSessionPlacementRequest& WithPlacementId(const char* value) { SetPlacementId(value); return *this;}
56
58
62 inline const Aws::String& GetGameSessionQueueName() const{ return m_gameSessionQueueName; }
63 inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; }
64 inline void SetGameSessionQueueName(const Aws::String& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = value; }
65 inline void SetGameSessionQueueName(Aws::String&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::move(value); }
66 inline void SetGameSessionQueueName(const char* value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName.assign(value); }
69 inline StartGameSessionPlacementRequest& WithGameSessionQueueName(const char* value) { SetGameSessionQueueName(value); return *this;}
71
73
77 inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
78 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
79 inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
80 inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
83 inline StartGameSessionPlacementRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
84 inline StartGameSessionPlacementRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
86
88
92 inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
93 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
94 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
97
99
103 inline const Aws::String& GetGameSessionName() const{ return m_gameSessionName; }
104 inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; }
105 inline void SetGameSessionName(const Aws::String& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = value; }
106 inline void SetGameSessionName(Aws::String&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::move(value); }
107 inline void SetGameSessionName(const char* value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName.assign(value); }
109 inline StartGameSessionPlacementRequest& WithGameSessionName(Aws::String&& value) { SetGameSessionName(std::move(value)); return *this;}
110 inline StartGameSessionPlacementRequest& WithGameSessionName(const char* value) { SetGameSessionName(value); return *this;}
112
114
120 inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const{ return m_playerLatencies; }
121 inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; }
122 inline void SetPlayerLatencies(const Aws::Vector<PlayerLatency>& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = value; }
123 inline void SetPlayerLatencies(Aws::Vector<PlayerLatency>&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = std::move(value); }
126 inline StartGameSessionPlacementRequest& AddPlayerLatencies(const PlayerLatency& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(value); return *this; }
127 inline StartGameSessionPlacementRequest& AddPlayerLatencies(PlayerLatency&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(std::move(value)); return *this; }
129
131
134 inline const Aws::Vector<DesiredPlayerSession>& GetDesiredPlayerSessions() const{ return m_desiredPlayerSessions; }
135 inline bool DesiredPlayerSessionsHasBeenSet() const { return m_desiredPlayerSessionsHasBeenSet; }
136 inline void SetDesiredPlayerSessions(const Aws::Vector<DesiredPlayerSession>& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions = value; }
137 inline void SetDesiredPlayerSessions(Aws::Vector<DesiredPlayerSession>&& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions = std::move(value); }
140 inline StartGameSessionPlacementRequest& AddDesiredPlayerSessions(const DesiredPlayerSession& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions.push_back(value); return *this; }
141 inline StartGameSessionPlacementRequest& AddDesiredPlayerSessions(DesiredPlayerSession&& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions.push_back(std::move(value)); return *this; }
143
145
152 inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; }
153 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
154 inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; }
155 inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); }
156 inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); }
158 inline StartGameSessionPlacementRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;}
159 inline StartGameSessionPlacementRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;}
161 private:
162
163 Aws::String m_placementId;
164 bool m_placementIdHasBeenSet = false;
165
166 Aws::String m_gameSessionQueueName;
167 bool m_gameSessionQueueNameHasBeenSet = false;
168
169 Aws::Vector<GameProperty> m_gameProperties;
170 bool m_gamePropertiesHasBeenSet = false;
171
172 int m_maximumPlayerSessionCount;
173 bool m_maximumPlayerSessionCountHasBeenSet = false;
174
175 Aws::String m_gameSessionName;
176 bool m_gameSessionNameHasBeenSet = false;
177
178 Aws::Vector<PlayerLatency> m_playerLatencies;
179 bool m_playerLatenciesHasBeenSet = false;
180
181 Aws::Vector<DesiredPlayerSession> m_desiredPlayerSessions;
182 bool m_desiredPlayerSessionsHasBeenSet = false;
183
184 Aws::String m_gameSessionData;
185 bool m_gameSessionDataHasBeenSet = false;
186 };
187
188} // namespace Model
189} // namespace GameLift
190} // namespace Aws
void SetDesiredPlayerSessions(Aws::Vector< DesiredPlayerSession > &&value)
StartGameSessionPlacementRequest & WithDesiredPlayerSessions(Aws::Vector< DesiredPlayerSession > &&value)
StartGameSessionPlacementRequest & AddPlayerLatencies(const PlayerLatency &value)
StartGameSessionPlacementRequest & AddGameProperties(GameProperty &&value)
StartGameSessionPlacementRequest & AddPlayerLatencies(PlayerLatency &&value)
StartGameSessionPlacementRequest & WithGameSessionName(const char *value)
StartGameSessionPlacementRequest & WithGameSessionQueueName(Aws::String &&value)
StartGameSessionPlacementRequest & WithGameProperties(const Aws::Vector< GameProperty > &value)
StartGameSessionPlacementRequest & WithGameSessionQueueName(const char *value)
StartGameSessionPlacementRequest & WithGameSessionData(const char *value)
StartGameSessionPlacementRequest & WithDesiredPlayerSessions(const Aws::Vector< DesiredPlayerSession > &value)
StartGameSessionPlacementRequest & WithGameSessionData(Aws::String &&value)
StartGameSessionPlacementRequest & WithPlayerLatencies(const Aws::Vector< PlayerLatency > &value)
void SetPlayerLatencies(const Aws::Vector< PlayerLatency > &value)
StartGameSessionPlacementRequest & AddGameProperties(const GameProperty &value)
StartGameSessionPlacementRequest & WithGameProperties(Aws::Vector< GameProperty > &&value)
StartGameSessionPlacementRequest & WithPlacementId(Aws::String &&value)
StartGameSessionPlacementRequest & WithPlayerLatencies(Aws::Vector< PlayerLatency > &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
StartGameSessionPlacementRequest & AddDesiredPlayerSessions(DesiredPlayerSession &&value)
StartGameSessionPlacementRequest & WithGameSessionName(Aws::String &&value)
StartGameSessionPlacementRequest & AddDesiredPlayerSessions(const DesiredPlayerSession &value)
StartGameSessionPlacementRequest & WithGameSessionData(const Aws::String &value)
StartGameSessionPlacementRequest & WithMaximumPlayerSessionCount(int value)
StartGameSessionPlacementRequest & WithPlacementId(const Aws::String &value)
void SetDesiredPlayerSessions(const Aws::Vector< DesiredPlayerSession > &value)
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
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