AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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CreateGameSessionQueueRequest.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 <aws/gamelift/model/Tag.h>
16#include <utility>
17
18namespace Aws
19{
20namespace GameLift
21{
22namespace Model
23{
24
28 {
29 public:
30 AWS_GAMELIFT_API CreateGameSessionQueueRequest() = default;
31
32 // Service request name is the Operation name which will send this request out,
33 // each operation should has unique request name, so that we can get operation's name from this request.
34 // Note: this is not true for response, multiple operations may have the same response name,
35 // so we can not get operation's name from response.
36 inline virtual const char* GetServiceRequestName() const override { return "CreateGameSessionQueue"; }
37
38 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
39
41
42
44
48 inline const Aws::String& GetName() const { return m_name; }
49 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
50 template<typename NameT = Aws::String>
51 void SetName(NameT&& value) { m_nameHasBeenSet = true; m_name = std::forward<NameT>(value); }
52 template<typename NameT = Aws::String>
53 CreateGameSessionQueueRequest& WithName(NameT&& value) { SetName(std::forward<NameT>(value)); return *this;}
55
57
63 inline int GetTimeoutInSeconds() const { return m_timeoutInSeconds; }
64 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
65 inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; }
68
70
77 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const { return m_playerLatencyPolicies; }
78 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
79 template<typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
80 void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::forward<PlayerLatencyPoliciesT>(value); }
81 template<typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
82 CreateGameSessionQueueRequest& WithPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { SetPlayerLatencyPolicies(std::forward<PlayerLatencyPoliciesT>(value)); return *this;}
83 template<typename PlayerLatencyPoliciesT = PlayerLatencyPolicy>
84 CreateGameSessionQueueRequest& AddPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.emplace_back(std::forward<PlayerLatencyPoliciesT>(value)); return *this; }
86
88
94 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const { return m_destinations; }
95 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
96 template<typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
97 void SetDestinations(DestinationsT&& value) { m_destinationsHasBeenSet = true; m_destinations = std::forward<DestinationsT>(value); }
98 template<typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
99 CreateGameSessionQueueRequest& WithDestinations(DestinationsT&& value) { SetDestinations(std::forward<DestinationsT>(value)); return *this;}
100 template<typename DestinationsT = GameSessionQueueDestination>
101 CreateGameSessionQueueRequest& AddDestinations(DestinationsT&& value) { m_destinationsHasBeenSet = true; m_destinations.emplace_back(std::forward<DestinationsT>(value)); return *this; }
103
105
111 inline const FilterConfiguration& GetFilterConfiguration() const { return m_filterConfiguration; }
112 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
113 template<typename FilterConfigurationT = FilterConfiguration>
114 void SetFilterConfiguration(FilterConfigurationT&& value) { m_filterConfigurationHasBeenSet = true; m_filterConfiguration = std::forward<FilterConfigurationT>(value); }
115 template<typename FilterConfigurationT = FilterConfiguration>
116 CreateGameSessionQueueRequest& WithFilterConfiguration(FilterConfigurationT&& value) { SetFilterConfiguration(std::forward<FilterConfigurationT>(value)); return *this;}
118
120
126 inline const PriorityConfiguration& GetPriorityConfiguration() const { return m_priorityConfiguration; }
127 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
128 template<typename PriorityConfigurationT = PriorityConfiguration>
129 void SetPriorityConfiguration(PriorityConfigurationT&& value) { m_priorityConfigurationHasBeenSet = true; m_priorityConfiguration = std::forward<PriorityConfigurationT>(value); }
130 template<typename PriorityConfigurationT = PriorityConfiguration>
131 CreateGameSessionQueueRequest& WithPriorityConfiguration(PriorityConfigurationT&& value) { SetPriorityConfiguration(std::forward<PriorityConfigurationT>(value)); return *this;}
133
135
139 inline const Aws::String& GetCustomEventData() const { return m_customEventData; }
140 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
141 template<typename CustomEventDataT = Aws::String>
142 void SetCustomEventData(CustomEventDataT&& value) { m_customEventDataHasBeenSet = true; m_customEventData = std::forward<CustomEventDataT>(value); }
143 template<typename CustomEventDataT = Aws::String>
144 CreateGameSessionQueueRequest& WithCustomEventData(CustomEventDataT&& value) { SetCustomEventData(std::forward<CustomEventDataT>(value)); return *this;}
146
148
154 inline const Aws::String& GetNotificationTarget() const { return m_notificationTarget; }
155 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
156 template<typename NotificationTargetT = Aws::String>
157 void SetNotificationTarget(NotificationTargetT&& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = std::forward<NotificationTargetT>(value); }
158 template<typename NotificationTargetT = Aws::String>
159 CreateGameSessionQueueRequest& WithNotificationTarget(NotificationTargetT&& value) { SetNotificationTarget(std::forward<NotificationTargetT>(value)); return *this;}
161
163
172 inline const Aws::Vector<Tag>& GetTags() const { return m_tags; }
173 inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
174 template<typename TagsT = Aws::Vector<Tag>>
175 void SetTags(TagsT&& value) { m_tagsHasBeenSet = true; m_tags = std::forward<TagsT>(value); }
176 template<typename TagsT = Aws::Vector<Tag>>
177 CreateGameSessionQueueRequest& WithTags(TagsT&& value) { SetTags(std::forward<TagsT>(value)); return *this;}
178 template<typename TagsT = Tag>
179 CreateGameSessionQueueRequest& AddTags(TagsT&& value) { m_tagsHasBeenSet = true; m_tags.emplace_back(std::forward<TagsT>(value)); return *this; }
181 private:
182
183 Aws::String m_name;
184 bool m_nameHasBeenSet = false;
185
186 int m_timeoutInSeconds{0};
187 bool m_timeoutInSecondsHasBeenSet = false;
188
189 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
190 bool m_playerLatencyPoliciesHasBeenSet = false;
191
193 bool m_destinationsHasBeenSet = false;
194
195 FilterConfiguration m_filterConfiguration;
196 bool m_filterConfigurationHasBeenSet = false;
197
198 PriorityConfiguration m_priorityConfiguration;
199 bool m_priorityConfigurationHasBeenSet = false;
200
201 Aws::String m_customEventData;
202 bool m_customEventDataHasBeenSet = false;
203
204 Aws::String m_notificationTarget;
205 bool m_notificationTargetHasBeenSet = false;
206
207 Aws::Vector<Tag> m_tags;
208 bool m_tagsHasBeenSet = false;
209 };
210
211} // namespace Model
212} // namespace GameLift
213} // namespace Aws
CreateGameSessionQueueRequest & WithName(NameT &&value)
CreateGameSessionQueueRequest & AddTags(TagsT &&value)
CreateGameSessionQueueRequest & WithPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
AWS_GAMELIFT_API CreateGameSessionQueueRequest()=default
CreateGameSessionQueueRequest & AddPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
CreateGameSessionQueueRequest & WithNotificationTarget(NotificationTargetT &&value)
CreateGameSessionQueueRequest & WithFilterConfiguration(FilterConfigurationT &&value)
CreateGameSessionQueueRequest & WithPriorityConfiguration(PriorityConfigurationT &&value)
CreateGameSessionQueueRequest & WithTimeoutInSeconds(int value)
CreateGameSessionQueueRequest & WithDestinations(DestinationsT &&value)
CreateGameSessionQueueRequest & WithCustomEventData(CustomEventDataT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
const Aws::Vector< GameSessionQueueDestination > & GetDestinations() const
CreateGameSessionQueueRequest & WithTags(TagsT &&value)
const Aws::Vector< PlayerLatencyPolicy > & GetPlayerLatencyPolicies() const
CreateGameSessionQueueRequest & AddDestinations(DestinationsT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
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