AWS SDK for C++

AWS SDK for C++ Version 1.11.716

Loading...
Searching...
No Matches
StartGameSessionPlacementRequest.h
1
6#pragma once
7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/core/utils/memory/stl/AWSVector.h>
9#include <aws/gamelift/GameLiftRequest.h>
10#include <aws/gamelift/GameLift_EXPORTS.h>
11#include <aws/gamelift/model/DesiredPlayerSession.h>
12#include <aws/gamelift/model/GameProperty.h>
13#include <aws/gamelift/model/PlayerLatency.h>
14#include <aws/gamelift/model/PriorityConfigurationOverride.h>
15
16#include <utility>
17
18namespace Aws {
19namespace GameLift {
20namespace Model {
21
25 public:
26 AWS_GAMELIFT_API StartGameSessionPlacementRequest() = default;
27
28 // Service request name is the Operation name which will send this request out,
29 // each operation should has unique request name, so that we can get operation's name from this request.
30 // Note: this is not true for response, multiple operations may have the same response name,
31 // so we can not get operation's name from response.
32 inline virtual const char* GetServiceRequestName() const override { return "StartGameSessionPlacement"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
39
44 inline const Aws::String& GetPlacementId() const { return m_placementId; }
45 inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; }
46 template <typename PlacementIdT = Aws::String>
47 void SetPlacementId(PlacementIdT&& value) {
48 m_placementIdHasBeenSet = true;
49 m_placementId = std::forward<PlacementIdT>(value);
50 }
51 template <typename PlacementIdT = Aws::String>
53 SetPlacementId(std::forward<PlacementIdT>(value));
54 return *this;
55 }
57
59
63 inline const Aws::String& GetGameSessionQueueName() const { return m_gameSessionQueueName; }
64 inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; }
65 template <typename GameSessionQueueNameT = Aws::String>
66 void SetGameSessionQueueName(GameSessionQueueNameT&& value) {
67 m_gameSessionQueueNameHasBeenSet = true;
68 m_gameSessionQueueName = std::forward<GameSessionQueueNameT>(value);
69 }
70 template <typename GameSessionQueueNameT = Aws::String>
72 SetGameSessionQueueName(std::forward<GameSessionQueueNameT>(value));
73 return *this;
74 }
76
78
82 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
83 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
84 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
85 void SetGameProperties(GamePropertiesT&& value) {
86 m_gamePropertiesHasBeenSet = true;
87 m_gameProperties = std::forward<GamePropertiesT>(value);
88 }
89 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
91 SetGameProperties(std::forward<GamePropertiesT>(value));
92 return *this;
93 }
94 template <typename GamePropertiesT = GameProperty>
96 m_gamePropertiesHasBeenSet = true;
97 m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value));
98 return *this;
99 }
101
103
107 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
108 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
109 inline void SetMaximumPlayerSessionCount(int value) {
110 m_maximumPlayerSessionCountHasBeenSet = true;
111 m_maximumPlayerSessionCount = value;
112 }
115 return *this;
116 }
118
120
124 inline const Aws::String& GetGameSessionName() const { return m_gameSessionName; }
125 inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; }
126 template <typename GameSessionNameT = Aws::String>
127 void SetGameSessionName(GameSessionNameT&& value) {
128 m_gameSessionNameHasBeenSet = true;
129 m_gameSessionName = std::forward<GameSessionNameT>(value);
130 }
131 template <typename GameSessionNameT = Aws::String>
133 SetGameSessionName(std::forward<GameSessionNameT>(value));
134 return *this;
135 }
137
139
145 inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const { return m_playerLatencies; }
146 inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; }
147 template <typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
148 void SetPlayerLatencies(PlayerLatenciesT&& value) {
149 m_playerLatenciesHasBeenSet = true;
150 m_playerLatencies = std::forward<PlayerLatenciesT>(value);
151 }
152 template <typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
154 SetPlayerLatencies(std::forward<PlayerLatenciesT>(value));
155 return *this;
156 }
157 template <typename PlayerLatenciesT = PlayerLatency>
159 m_playerLatenciesHasBeenSet = true;
160 m_playerLatencies.emplace_back(std::forward<PlayerLatenciesT>(value));
161 return *this;
162 }
164
166
169 inline const Aws::Vector<DesiredPlayerSession>& GetDesiredPlayerSessions() const { return m_desiredPlayerSessions; }
170 inline bool DesiredPlayerSessionsHasBeenSet() const { return m_desiredPlayerSessionsHasBeenSet; }
171 template <typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
172 void SetDesiredPlayerSessions(DesiredPlayerSessionsT&& value) {
173 m_desiredPlayerSessionsHasBeenSet = true;
174 m_desiredPlayerSessions = std::forward<DesiredPlayerSessionsT>(value);
175 }
176 template <typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
178 SetDesiredPlayerSessions(std::forward<DesiredPlayerSessionsT>(value));
179 return *this;
180 }
181 template <typename DesiredPlayerSessionsT = DesiredPlayerSession>
183 m_desiredPlayerSessionsHasBeenSet = true;
184 m_desiredPlayerSessions.emplace_back(std::forward<DesiredPlayerSessionsT>(value));
185 return *this;
186 }
188
190
197 inline const Aws::String& GetGameSessionData() const { return m_gameSessionData; }
198 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
199 template <typename GameSessionDataT = Aws::String>
200 void SetGameSessionData(GameSessionDataT&& value) {
201 m_gameSessionDataHasBeenSet = true;
202 m_gameSessionData = std::forward<GameSessionDataT>(value);
203 }
204 template <typename GameSessionDataT = Aws::String>
206 SetGameSessionData(std::forward<GameSessionDataT>(value));
207 return *this;
208 }
210
212
223 inline const PriorityConfigurationOverride& GetPriorityConfigurationOverride() const { return m_priorityConfigurationOverride; }
224 inline bool PriorityConfigurationOverrideHasBeenSet() const { return m_priorityConfigurationOverrideHasBeenSet; }
225 template <typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
226 void SetPriorityConfigurationOverride(PriorityConfigurationOverrideT&& value) {
227 m_priorityConfigurationOverrideHasBeenSet = true;
228 m_priorityConfigurationOverride = std::forward<PriorityConfigurationOverrideT>(value);
229 }
230 template <typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
232 SetPriorityConfigurationOverride(std::forward<PriorityConfigurationOverrideT>(value));
233 return *this;
234 }
236 private:
237 Aws::String m_placementId;
238
239 Aws::String m_gameSessionQueueName;
240
241 Aws::Vector<GameProperty> m_gameProperties;
242
243 int m_maximumPlayerSessionCount{0};
244
245 Aws::String m_gameSessionName;
246
247 Aws::Vector<PlayerLatency> m_playerLatencies;
248
249 Aws::Vector<DesiredPlayerSession> m_desiredPlayerSessions;
250
251 Aws::String m_gameSessionData;
252
253 PriorityConfigurationOverride m_priorityConfigurationOverride;
254 bool m_placementIdHasBeenSet = false;
255 bool m_gameSessionQueueNameHasBeenSet = false;
256 bool m_gamePropertiesHasBeenSet = false;
257 bool m_maximumPlayerSessionCountHasBeenSet = false;
258 bool m_gameSessionNameHasBeenSet = false;
259 bool m_playerLatenciesHasBeenSet = false;
260 bool m_desiredPlayerSessionsHasBeenSet = false;
261 bool m_gameSessionDataHasBeenSet = false;
262 bool m_priorityConfigurationOverrideHasBeenSet = false;
263};
264
265} // namespace Model
266} // namespace GameLift
267} // 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