AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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UpdateGameSessionRequest.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/gamelift/model/PlayerSessionCreationPolicy.h>
11#include <aws/gamelift/model/ProtectionPolicy.h>
12#include <aws/core/utils/memory/stl/AWSVector.h>
13#include <aws/gamelift/model/GameProperty.h>
14#include <utility>
15
16namespace Aws
17{
18namespace GameLift
19{
20namespace Model
21{
22
26 {
27 public:
28 AWS_GAMELIFT_API UpdateGameSessionRequest();
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 "UpdateGameSession"; }
35
36 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
37
39
40
42
45 inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
46 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
47 inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
48 inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
49 inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
50 inline UpdateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
51 inline UpdateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
52 inline UpdateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
54
56
60 inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
61 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
62 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
65
67
71 inline const Aws::String& GetName() const{ return m_name; }
72 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
73 inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
74 inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
75 inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
76 inline UpdateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
77 inline UpdateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
78 inline UpdateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
80
82
86 inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; }
87 inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
88 inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
89 inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); }
93
95
102 inline const ProtectionPolicy& GetProtectionPolicy() const{ return m_protectionPolicy; }
103 inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
104 inline void SetProtectionPolicy(const ProtectionPolicy& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = value; }
105 inline void SetProtectionPolicy(ProtectionPolicy&& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = std::move(value); }
107 inline UpdateGameSessionRequest& WithProtectionPolicy(ProtectionPolicy&& value) { SetProtectionPolicy(std::move(value)); return *this;}
109
111
120 inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
121 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
122 inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
123 inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
126 inline UpdateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
127 inline UpdateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
129 private:
130
131 Aws::String m_gameSessionId;
132 bool m_gameSessionIdHasBeenSet = false;
133
134 int m_maximumPlayerSessionCount;
135 bool m_maximumPlayerSessionCountHasBeenSet = false;
136
137 Aws::String m_name;
138 bool m_nameHasBeenSet = false;
139
140 PlayerSessionCreationPolicy m_playerSessionCreationPolicy;
141 bool m_playerSessionCreationPolicyHasBeenSet = false;
142
143 ProtectionPolicy m_protectionPolicy;
144 bool m_protectionPolicyHasBeenSet = false;
145
146 Aws::Vector<GameProperty> m_gameProperties;
147 bool m_gamePropertiesHasBeenSet = false;
148 };
149
150} // namespace Model
151} // namespace GameLift
152} // namespace Aws
void SetGameProperties(const Aws::Vector< GameProperty > &value)
void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy &&value)
UpdateGameSessionRequest & WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy &&value)
void SetGameProperties(Aws::Vector< GameProperty > &&value)
UpdateGameSessionRequest & WithName(Aws::String &&value)
UpdateGameSessionRequest & WithGameSessionId(const Aws::String &value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameSessionRequest & WithGameSessionId(const char *value)
virtual const char * GetServiceRequestName() const override
UpdateGameSessionRequest & WithProtectionPolicy(const ProtectionPolicy &value)
UpdateGameSessionRequest & WithName(const Aws::String &value)
UpdateGameSessionRequest & WithGameProperties(Aws::Vector< GameProperty > &&value)
UpdateGameSessionRequest & WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy &value)
void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy &value)
UpdateGameSessionRequest & AddGameProperties(const GameProperty &value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
const Aws::Vector< GameProperty > & GetGameProperties() const
UpdateGameSessionRequest & WithMaximumPlayerSessionCount(int value)
UpdateGameSessionRequest & WithGameProperties(const Aws::Vector< GameProperty > &value)
void SetProtectionPolicy(const ProtectionPolicy &value)
UpdateGameSessionRequest & AddGameProperties(GameProperty &&value)
UpdateGameSessionRequest & WithName(const char *value)
UpdateGameSessionRequest & WithGameSessionId(Aws::String &&value)
UpdateGameSessionRequest & WithProtectionPolicy(ProtectionPolicy &&value)
const PlayerSessionCreationPolicy & GetPlayerSessionCreationPolicy() 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