AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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UpdateGameSessionQueueRequest.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/FilterConfiguration.h>
12#include <aws/gamelift/model/PriorityConfiguration.h>
13#include <aws/gamelift/model/PlayerLatencyPolicy.h>
14#include <aws/gamelift/model/GameSessionQueueDestination.h>
15#include <utility>
16
17namespace Aws
18{
19namespace GameLift
20{
21namespace Model
22{
23
27 {
28 public:
30
31 // Service request name is the Operation name which will send this request out,
32 // each operation should has unique request name, so that we can get operation's name from this request.
33 // Note: this is not true for response, multiple operations may have the same response name,
34 // so we can not get operation's name from response.
35 inline virtual const char* GetServiceRequestName() const override { return "UpdateGameSessionQueue"; }
36
37 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
38
40
41
43
48 inline const Aws::String& GetName() const{ return m_name; }
49 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
50 inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
51 inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
52 inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
53 inline UpdateGameSessionQueueRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
54 inline UpdateGameSessionQueueRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
55 inline UpdateGameSessionQueueRequest& WithName(const char* value) { SetName(value); return *this;}
57
59
65 inline int GetTimeoutInSeconds() const{ return m_timeoutInSeconds; }
66 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
67 inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; }
70
72
81 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const{ return m_playerLatencyPolicies; }
82 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
83 inline void SetPlayerLatencyPolicies(const Aws::Vector<PlayerLatencyPolicy>& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = value; }
84 inline void SetPlayerLatencyPolicies(Aws::Vector<PlayerLatencyPolicy>&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::move(value); }
87 inline UpdateGameSessionQueueRequest& AddPlayerLatencyPolicies(const PlayerLatencyPolicy& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(value); return *this; }
88 inline UpdateGameSessionQueueRequest& AddPlayerLatencyPolicies(PlayerLatencyPolicy&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(std::move(value)); return *this; }
90
92
98 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const{ return m_destinations; }
99 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
100 inline void SetDestinations(const Aws::Vector<GameSessionQueueDestination>& value) { m_destinationsHasBeenSet = true; m_destinations = value; }
101 inline void SetDestinations(Aws::Vector<GameSessionQueueDestination>&& value) { m_destinationsHasBeenSet = true; m_destinations = std::move(value); }
104 inline UpdateGameSessionQueueRequest& AddDestinations(const GameSessionQueueDestination& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(value); return *this; }
105 inline UpdateGameSessionQueueRequest& AddDestinations(GameSessionQueueDestination&& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(std::move(value)); return *this; }
107
109
116 inline const FilterConfiguration& GetFilterConfiguration() const{ return m_filterConfiguration; }
117 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
118 inline void SetFilterConfiguration(const FilterConfiguration& value) { m_filterConfigurationHasBeenSet = true; m_filterConfiguration = value; }
119 inline void SetFilterConfiguration(FilterConfiguration&& value) { m_filterConfigurationHasBeenSet = true; m_filterConfiguration = std::move(value); }
123
125
132 inline const PriorityConfiguration& GetPriorityConfiguration() const{ return m_priorityConfiguration; }
133 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
134 inline void SetPriorityConfiguration(const PriorityConfiguration& value) { m_priorityConfigurationHasBeenSet = true; m_priorityConfiguration = value; }
135 inline void SetPriorityConfiguration(PriorityConfiguration&& value) { m_priorityConfigurationHasBeenSet = true; m_priorityConfiguration = std::move(value); }
139
141
145 inline const Aws::String& GetCustomEventData() const{ return m_customEventData; }
146 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
147 inline void SetCustomEventData(const Aws::String& value) { m_customEventDataHasBeenSet = true; m_customEventData = value; }
148 inline void SetCustomEventData(Aws::String&& value) { m_customEventDataHasBeenSet = true; m_customEventData = std::move(value); }
149 inline void SetCustomEventData(const char* value) { m_customEventDataHasBeenSet = true; m_customEventData.assign(value); }
151 inline UpdateGameSessionQueueRequest& WithCustomEventData(Aws::String&& value) { SetCustomEventData(std::move(value)); return *this;}
152 inline UpdateGameSessionQueueRequest& WithCustomEventData(const char* value) { SetCustomEventData(value); return *this;}
154
156
162 inline const Aws::String& GetNotificationTarget() const{ return m_notificationTarget; }
163 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
164 inline void SetNotificationTarget(const Aws::String& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = value; }
165 inline void SetNotificationTarget(Aws::String&& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = std::move(value); }
166 inline void SetNotificationTarget(const char* value) { m_notificationTargetHasBeenSet = true; m_notificationTarget.assign(value); }
169 inline UpdateGameSessionQueueRequest& WithNotificationTarget(const char* value) { SetNotificationTarget(value); return *this;}
171 private:
172
173 Aws::String m_name;
174 bool m_nameHasBeenSet = false;
175
176 int m_timeoutInSeconds;
177 bool m_timeoutInSecondsHasBeenSet = false;
178
179 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
180 bool m_playerLatencyPoliciesHasBeenSet = false;
181
183 bool m_destinationsHasBeenSet = false;
184
185 FilterConfiguration m_filterConfiguration;
186 bool m_filterConfigurationHasBeenSet = false;
187
188 PriorityConfiguration m_priorityConfiguration;
189 bool m_priorityConfigurationHasBeenSet = false;
190
191 Aws::String m_customEventData;
192 bool m_customEventDataHasBeenSet = false;
193
194 Aws::String m_notificationTarget;
195 bool m_notificationTargetHasBeenSet = false;
196 };
197
198} // namespace Model
199} // namespace GameLift
200} // namespace Aws
const Aws::Vector< PlayerLatencyPolicy > & GetPlayerLatencyPolicies() const
UpdateGameSessionQueueRequest & WithDestinations(const Aws::Vector< GameSessionQueueDestination > &value)
void SetPlayerLatencyPolicies(Aws::Vector< PlayerLatencyPolicy > &&value)
const Aws::Vector< GameSessionQueueDestination > & GetDestinations() const
UpdateGameSessionQueueRequest & WithPlayerLatencyPolicies(const Aws::Vector< PlayerLatencyPolicy > &value)
UpdateGameSessionQueueRequest & WithPriorityConfiguration(PriorityConfiguration &&value)
UpdateGameSessionQueueRequest & AddPlayerLatencyPolicies(const PlayerLatencyPolicy &value)
UpdateGameSessionQueueRequest & WithName(const char *value)
void SetDestinations(const Aws::Vector< GameSessionQueueDestination > &value)
UpdateGameSessionQueueRequest & WithNotificationTarget(Aws::String &&value)
UpdateGameSessionQueueRequest & WithPlayerLatencyPolicies(Aws::Vector< PlayerLatencyPolicy > &&value)
UpdateGameSessionQueueRequest & WithCustomEventData(const char *value)
UpdateGameSessionQueueRequest & WithDestinations(Aws::Vector< GameSessionQueueDestination > &&value)
UpdateGameSessionQueueRequest & WithName(Aws::String &&value)
UpdateGameSessionQueueRequest & WithNotificationTarget(const char *value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
void SetPriorityConfiguration(const PriorityConfiguration &value)
UpdateGameSessionQueueRequest & WithPriorityConfiguration(const PriorityConfiguration &value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameSessionQueueRequest & AddDestinations(GameSessionQueueDestination &&value)
UpdateGameSessionQueueRequest & WithFilterConfiguration(FilterConfiguration &&value)
void SetPlayerLatencyPolicies(const Aws::Vector< PlayerLatencyPolicy > &value)
UpdateGameSessionQueueRequest & WithName(const Aws::String &value)
UpdateGameSessionQueueRequest & WithFilterConfiguration(const FilterConfiguration &value)
UpdateGameSessionQueueRequest & WithCustomEventData(Aws::String &&value)
UpdateGameSessionQueueRequest & WithCustomEventData(const Aws::String &value)
UpdateGameSessionQueueRequest & AddPlayerLatencyPolicies(PlayerLatencyPolicy &&value)
UpdateGameSessionQueueRequest & WithTimeoutInSeconds(int value)
UpdateGameSessionQueueRequest & WithNotificationTarget(const Aws::String &value)
UpdateGameSessionQueueRequest & AddDestinations(const GameSessionQueueDestination &value)
void SetDestinations(Aws::Vector< GameSessionQueueDestination > &&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