AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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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/PriorityConfigurationOverride.h>
12#include <aws/gamelift/model/GameProperty.h>
13#include <aws/gamelift/model/PlayerLatency.h>
14#include <aws/gamelift/model/DesiredPlayerSession.h>
15#include <utility>
16
17namespace Aws
18{
19namespace GameLift
20{
21namespace Model
22{
23
27 {
28 public:
29 AWS_GAMELIFT_API StartGameSessionPlacementRequest() = default;
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 "StartGameSessionPlacement"; }
36
37 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
38
40
41
43
48 inline const Aws::String& GetPlacementId() const { return m_placementId; }
49 inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; }
50 template<typename PlacementIdT = Aws::String>
51 void SetPlacementId(PlacementIdT&& value) { m_placementIdHasBeenSet = true; m_placementId = std::forward<PlacementIdT>(value); }
52 template<typename PlacementIdT = Aws::String>
53 StartGameSessionPlacementRequest& WithPlacementId(PlacementIdT&& value) { SetPlacementId(std::forward<PlacementIdT>(value)); return *this;}
55
57
61 inline const Aws::String& GetGameSessionQueueName() const { return m_gameSessionQueueName; }
62 inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; }
63 template<typename GameSessionQueueNameT = Aws::String>
64 void SetGameSessionQueueName(GameSessionQueueNameT&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::forward<GameSessionQueueNameT>(value); }
65 template<typename GameSessionQueueNameT = Aws::String>
66 StartGameSessionPlacementRequest& WithGameSessionQueueName(GameSessionQueueNameT&& value) { SetGameSessionQueueName(std::forward<GameSessionQueueNameT>(value)); return *this;}
68
70
74 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
75 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
76 template<typename GamePropertiesT = Aws::Vector<GameProperty>>
77 void SetGameProperties(GamePropertiesT&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::forward<GamePropertiesT>(value); }
78 template<typename GamePropertiesT = Aws::Vector<GameProperty>>
79 StartGameSessionPlacementRequest& WithGameProperties(GamePropertiesT&& value) { SetGameProperties(std::forward<GamePropertiesT>(value)); return *this;}
80 template<typename GamePropertiesT = GameProperty>
81 StartGameSessionPlacementRequest& AddGameProperties(GamePropertiesT&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value)); return *this; }
83
85
89 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
90 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
91 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
94
96
100 inline const Aws::String& GetGameSessionName() const { return m_gameSessionName; }
101 inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; }
102 template<typename GameSessionNameT = Aws::String>
103 void SetGameSessionName(GameSessionNameT&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::forward<GameSessionNameT>(value); }
104 template<typename GameSessionNameT = Aws::String>
105 StartGameSessionPlacementRequest& WithGameSessionName(GameSessionNameT&& value) { SetGameSessionName(std::forward<GameSessionNameT>(value)); return *this;}
107
109
115 inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const { return m_playerLatencies; }
116 inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; }
117 template<typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
118 void SetPlayerLatencies(PlayerLatenciesT&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies = std::forward<PlayerLatenciesT>(value); }
119 template<typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
120 StartGameSessionPlacementRequest& WithPlayerLatencies(PlayerLatenciesT&& value) { SetPlayerLatencies(std::forward<PlayerLatenciesT>(value)); return *this;}
121 template<typename PlayerLatenciesT = PlayerLatency>
122 StartGameSessionPlacementRequest& AddPlayerLatencies(PlayerLatenciesT&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.emplace_back(std::forward<PlayerLatenciesT>(value)); return *this; }
124
126
129 inline const Aws::Vector<DesiredPlayerSession>& GetDesiredPlayerSessions() const { return m_desiredPlayerSessions; }
130 inline bool DesiredPlayerSessionsHasBeenSet() const { return m_desiredPlayerSessionsHasBeenSet; }
131 template<typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
132 void SetDesiredPlayerSessions(DesiredPlayerSessionsT&& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions = std::forward<DesiredPlayerSessionsT>(value); }
133 template<typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
134 StartGameSessionPlacementRequest& WithDesiredPlayerSessions(DesiredPlayerSessionsT&& value) { SetDesiredPlayerSessions(std::forward<DesiredPlayerSessionsT>(value)); return *this;}
135 template<typename DesiredPlayerSessionsT = DesiredPlayerSession>
136 StartGameSessionPlacementRequest& AddDesiredPlayerSessions(DesiredPlayerSessionsT&& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions.emplace_back(std::forward<DesiredPlayerSessionsT>(value)); return *this; }
138
140
147 inline const Aws::String& GetGameSessionData() const { return m_gameSessionData; }
148 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
149 template<typename GameSessionDataT = Aws::String>
150 void SetGameSessionData(GameSessionDataT&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::forward<GameSessionDataT>(value); }
151 template<typename GameSessionDataT = Aws::String>
152 StartGameSessionPlacementRequest& WithGameSessionData(GameSessionDataT&& value) { SetGameSessionData(std::forward<GameSessionDataT>(value)); return *this;}
154
156
167 inline const PriorityConfigurationOverride& GetPriorityConfigurationOverride() const { return m_priorityConfigurationOverride; }
168 inline bool PriorityConfigurationOverrideHasBeenSet() const { return m_priorityConfigurationOverrideHasBeenSet; }
169 template<typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
170 void SetPriorityConfigurationOverride(PriorityConfigurationOverrideT&& value) { m_priorityConfigurationOverrideHasBeenSet = true; m_priorityConfigurationOverride = std::forward<PriorityConfigurationOverrideT>(value); }
171 template<typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
172 StartGameSessionPlacementRequest& WithPriorityConfigurationOverride(PriorityConfigurationOverrideT&& value) { SetPriorityConfigurationOverride(std::forward<PriorityConfigurationOverrideT>(value)); return *this;}
174 private:
175
176 Aws::String m_placementId;
177 bool m_placementIdHasBeenSet = false;
178
179 Aws::String m_gameSessionQueueName;
180 bool m_gameSessionQueueNameHasBeenSet = false;
181
182 Aws::Vector<GameProperty> m_gameProperties;
183 bool m_gamePropertiesHasBeenSet = false;
184
185 int m_maximumPlayerSessionCount{0};
186 bool m_maximumPlayerSessionCountHasBeenSet = false;
187
188 Aws::String m_gameSessionName;
189 bool m_gameSessionNameHasBeenSet = false;
190
191 Aws::Vector<PlayerLatency> m_playerLatencies;
192 bool m_playerLatenciesHasBeenSet = false;
193
194 Aws::Vector<DesiredPlayerSession> m_desiredPlayerSessions;
195 bool m_desiredPlayerSessionsHasBeenSet = false;
196
197 Aws::String m_gameSessionData;
198 bool m_gameSessionDataHasBeenSet = false;
199
200 PriorityConfigurationOverride m_priorityConfigurationOverride;
201 bool m_priorityConfigurationOverrideHasBeenSet = false;
202 };
203
204} // namespace Model
205} // namespace GameLift
206} // namespace Aws
const PriorityConfigurationOverride & GetPriorityConfigurationOverride() const
StartGameSessionPlacementRequest & AddDesiredPlayerSessions(DesiredPlayerSessionsT &&value)
StartGameSessionPlacementRequest & WithPlacementId(PlacementIdT &&value)
StartGameSessionPlacementRequest & AddPlayerLatencies(PlayerLatenciesT &&value)
void SetPriorityConfigurationOverride(PriorityConfigurationOverrideT &&value)
StartGameSessionPlacementRequest & WithPlayerLatencies(PlayerLatenciesT &&value)
StartGameSessionPlacementRequest & WithGameSessionQueueName(GameSessionQueueNameT &&value)
StartGameSessionPlacementRequest & WithDesiredPlayerSessions(DesiredPlayerSessionsT &&value)
AWS_GAMELIFT_API StartGameSessionPlacementRequest()=default
StartGameSessionPlacementRequest & WithGameSessionData(GameSessionDataT &&value)
StartGameSessionPlacementRequest & WithPriorityConfigurationOverride(PriorityConfigurationOverrideT &&value)
StartGameSessionPlacementRequest & AddGameProperties(GamePropertiesT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
StartGameSessionPlacementRequest & WithGameSessionName(GameSessionNameT &&value)
StartGameSessionPlacementRequest & WithMaximumPlayerSessionCount(int value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
StartGameSessionPlacementRequest & WithGameProperties(GamePropertiesT &&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