AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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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() = default;
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 template<typename GameSessionIdT = Aws::String>
48 void SetGameSessionId(GameSessionIdT&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::forward<GameSessionIdT>(value); }
49 template<typename GameSessionIdT = Aws::String>
50 UpdateGameSessionRequest& WithGameSessionId(GameSessionIdT&& value) { SetGameSessionId(std::forward<GameSessionIdT>(value)); return *this;}
52
54
58 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
59 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
60 inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
63
65
69 inline const Aws::String& GetName() const { return m_name; }
70 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
71 template<typename NameT = Aws::String>
72 void SetName(NameT&& value) { m_nameHasBeenSet = true; m_name = std::forward<NameT>(value); }
73 template<typename NameT = Aws::String>
74 UpdateGameSessionRequest& WithName(NameT&& value) { SetName(std::forward<NameT>(value)); return *this;}
76
78
82 inline PlayerSessionCreationPolicy GetPlayerSessionCreationPolicy() const { return m_playerSessionCreationPolicy; }
83 inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
84 inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
87
89
96 inline ProtectionPolicy GetProtectionPolicy() const { return m_protectionPolicy; }
97 inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
98 inline void SetProtectionPolicy(ProtectionPolicy value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = value; }
101
103
112 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
113 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
114 template<typename GamePropertiesT = Aws::Vector<GameProperty>>
115 void SetGameProperties(GamePropertiesT&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::forward<GamePropertiesT>(value); }
116 template<typename GamePropertiesT = Aws::Vector<GameProperty>>
117 UpdateGameSessionRequest& WithGameProperties(GamePropertiesT&& value) { SetGameProperties(std::forward<GamePropertiesT>(value)); return *this;}
118 template<typename GamePropertiesT = GameProperty>
119 UpdateGameSessionRequest& AddGameProperties(GamePropertiesT&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value)); return *this; }
121 private:
122
123 Aws::String m_gameSessionId;
124 bool m_gameSessionIdHasBeenSet = false;
125
126 int m_maximumPlayerSessionCount{0};
127 bool m_maximumPlayerSessionCountHasBeenSet = false;
128
129 Aws::String m_name;
130 bool m_nameHasBeenSet = false;
131
133 bool m_playerSessionCreationPolicyHasBeenSet = false;
134
136 bool m_protectionPolicyHasBeenSet = false;
137
138 Aws::Vector<GameProperty> m_gameProperties;
139 bool m_gamePropertiesHasBeenSet = false;
140 };
141
142} // namespace Model
143} // namespace GameLift
144} // namespace Aws
UpdateGameSessionRequest & WithName(NameT &&value)
UpdateGameSessionRequest & WithGameProperties(GamePropertiesT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
virtual const char * GetServiceRequestName() const override
UpdateGameSessionRequest & WithGameSessionId(GameSessionIdT &&value)
void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy value)
UpdateGameSessionRequest & WithProtectionPolicy(ProtectionPolicy value)
UpdateGameSessionRequest & WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy value)
UpdateGameSessionRequest & AddGameProperties(GamePropertiesT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
const Aws::Vector< GameProperty > & GetGameProperties() const
UpdateGameSessionRequest & WithMaximumPlayerSessionCount(int value)
AWS_GAMELIFT_API UpdateGameSessionRequest()=default
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