AWS SDK for C++

AWS SDK for C++ Version 1.11.744

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UpdateGameSessionQueueRequest.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/FilterConfiguration.h>
12#include <aws/gamelift/model/GameSessionQueueDestination.h>
13#include <aws/gamelift/model/PlayerLatencyPolicy.h>
14#include <aws/gamelift/model/PriorityConfiguration.h>
15
16#include <utility>
17
18namespace Aws {
19namespace GameLift {
20namespace Model {
21
25 public:
26 AWS_GAMELIFT_API UpdateGameSessionQueueRequest() = 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 "UpdateGameSessionQueue"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
39
44 inline const Aws::String& GetName() const { return m_name; }
45 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
46 template <typename NameT = Aws::String>
47 void SetName(NameT&& value) {
48 m_nameHasBeenSet = true;
49 m_name = std::forward<NameT>(value);
50 }
51 template <typename NameT = Aws::String>
53 SetName(std::forward<NameT>(value));
54 return *this;
55 }
57
59
65 inline int GetTimeoutInSeconds() const { return m_timeoutInSeconds; }
66 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
67 inline void SetTimeoutInSeconds(int value) {
68 m_timeoutInSecondsHasBeenSet = true;
69 m_timeoutInSeconds = value;
70 }
73 return *this;
74 }
76
78
85 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const { return m_playerLatencyPolicies; }
86 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
87 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
88 void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
89 m_playerLatencyPoliciesHasBeenSet = true;
90 m_playerLatencyPolicies = std::forward<PlayerLatencyPoliciesT>(value);
91 }
92 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
94 SetPlayerLatencyPolicies(std::forward<PlayerLatencyPoliciesT>(value));
95 return *this;
96 }
97 template <typename PlayerLatencyPoliciesT = PlayerLatencyPolicy>
99 m_playerLatencyPoliciesHasBeenSet = true;
100 m_playerLatencyPolicies.emplace_back(std::forward<PlayerLatencyPoliciesT>(value));
101 return *this;
102 }
104
106
112 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const { return m_destinations; }
113 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
114 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
115 void SetDestinations(DestinationsT&& value) {
116 m_destinationsHasBeenSet = true;
117 m_destinations = std::forward<DestinationsT>(value);
118 }
119 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
121 SetDestinations(std::forward<DestinationsT>(value));
122 return *this;
123 }
124 template <typename DestinationsT = GameSessionQueueDestination>
126 m_destinationsHasBeenSet = true;
127 m_destinations.emplace_back(std::forward<DestinationsT>(value));
128 return *this;
129 }
131
133
140 inline const FilterConfiguration& GetFilterConfiguration() const { return m_filterConfiguration; }
141 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
142 template <typename FilterConfigurationT = FilterConfiguration>
143 void SetFilterConfiguration(FilterConfigurationT&& value) {
144 m_filterConfigurationHasBeenSet = true;
145 m_filterConfiguration = std::forward<FilterConfigurationT>(value);
146 }
147 template <typename FilterConfigurationT = FilterConfiguration>
149 SetFilterConfiguration(std::forward<FilterConfigurationT>(value));
150 return *this;
151 }
153
155
162 inline const PriorityConfiguration& GetPriorityConfiguration() const { return m_priorityConfiguration; }
163 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
164 template <typename PriorityConfigurationT = PriorityConfiguration>
165 void SetPriorityConfiguration(PriorityConfigurationT&& value) {
166 m_priorityConfigurationHasBeenSet = true;
167 m_priorityConfiguration = std::forward<PriorityConfigurationT>(value);
168 }
169 template <typename PriorityConfigurationT = PriorityConfiguration>
171 SetPriorityConfiguration(std::forward<PriorityConfigurationT>(value));
172 return *this;
173 }
175
177
181 inline const Aws::String& GetCustomEventData() const { return m_customEventData; }
182 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
183 template <typename CustomEventDataT = Aws::String>
184 void SetCustomEventData(CustomEventDataT&& value) {
185 m_customEventDataHasBeenSet = true;
186 m_customEventData = std::forward<CustomEventDataT>(value);
187 }
188 template <typename CustomEventDataT = Aws::String>
190 SetCustomEventData(std::forward<CustomEventDataT>(value));
191 return *this;
192 }
194
196
202 inline const Aws::String& GetNotificationTarget() const { return m_notificationTarget; }
203 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
204 template <typename NotificationTargetT = Aws::String>
205 void SetNotificationTarget(NotificationTargetT&& value) {
206 m_notificationTargetHasBeenSet = true;
207 m_notificationTarget = std::forward<NotificationTargetT>(value);
208 }
209 template <typename NotificationTargetT = Aws::String>
211 SetNotificationTarget(std::forward<NotificationTargetT>(value));
212 return *this;
213 }
215 private:
216 Aws::String m_name;
217
218 int m_timeoutInSeconds{0};
219
220 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
221
223
224 FilterConfiguration m_filterConfiguration;
225
226 PriorityConfiguration m_priorityConfiguration;
227
228 Aws::String m_customEventData;
229
230 Aws::String m_notificationTarget;
231 bool m_nameHasBeenSet = false;
232 bool m_timeoutInSecondsHasBeenSet = false;
233 bool m_playerLatencyPoliciesHasBeenSet = false;
234 bool m_destinationsHasBeenSet = false;
235 bool m_filterConfigurationHasBeenSet = false;
236 bool m_priorityConfigurationHasBeenSet = false;
237 bool m_customEventDataHasBeenSet = false;
238 bool m_notificationTargetHasBeenSet = false;
239};
240
241} // namespace Model
242} // namespace GameLift
243} // namespace Aws
UpdateGameSessionQueueRequest & WithFilterConfiguration(FilterConfigurationT &&value)
const Aws::Vector< PlayerLatencyPolicy > & GetPlayerLatencyPolicies() const
UpdateGameSessionQueueRequest & WithNotificationTarget(NotificationTargetT &&value)
const Aws::Vector< GameSessionQueueDestination > & GetDestinations() const
UpdateGameSessionQueueRequest & AddPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
UpdateGameSessionQueueRequest & WithCustomEventData(CustomEventDataT &&value)
UpdateGameSessionQueueRequest & WithName(NameT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameSessionQueueRequest & WithPriorityConfiguration(PriorityConfigurationT &&value)
UpdateGameSessionQueueRequest & WithDestinations(DestinationsT &&value)
AWS_GAMELIFT_API UpdateGameSessionQueueRequest()=default
UpdateGameSessionQueueRequest & WithPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
UpdateGameSessionQueueRequest & AddDestinations(DestinationsT &&value)
UpdateGameSessionQueueRequest & WithTimeoutInSeconds(int value)
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