AWS SDK for C++

AWS SDK for C++ Version 1.11.745

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UpdateGameSessionRequest.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/GameProperty.h>
12#include <aws/gamelift/model/PlayerSessionCreationPolicy.h>
13#include <aws/gamelift/model/ProtectionPolicy.h>
14
15#include <utility>
16
17namespace Aws {
18namespace GameLift {
19namespace Model {
20
24 public:
25 AWS_GAMELIFT_API UpdateGameSessionRequest() = default;
26
27 // Service request name is the Operation name which will send this request out,
28 // each operation should has unique request name, so that we can get operation's name from this request.
29 // Note: this is not true for response, multiple operations may have the same response name,
30 // so we can not get operation's name from response.
31 inline virtual const char* GetServiceRequestName() const override { return "UpdateGameSession"; }
32
33 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
34
36
38
41 inline const Aws::String& GetGameSessionId() const { return m_gameSessionId; }
42 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
43 template <typename GameSessionIdT = Aws::String>
44 void SetGameSessionId(GameSessionIdT&& value) {
45 m_gameSessionIdHasBeenSet = true;
46 m_gameSessionId = std::forward<GameSessionIdT>(value);
47 }
48 template <typename GameSessionIdT = Aws::String>
50 SetGameSessionId(std::forward<GameSessionIdT>(value));
51 return *this;
52 }
54
56
60 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
61 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
62 inline void SetMaximumPlayerSessionCount(int value) {
63 m_maximumPlayerSessionCountHasBeenSet = true;
64 m_maximumPlayerSessionCount = value;
65 }
68 return *this;
69 }
71
73
77 inline const Aws::String& GetName() const { return m_name; }
78 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
79 template <typename NameT = Aws::String>
80 void SetName(NameT&& value) {
81 m_nameHasBeenSet = true;
82 m_name = std::forward<NameT>(value);
83 }
84 template <typename NameT = Aws::String>
86 SetName(std::forward<NameT>(value));
87 return *this;
88 }
90
92
96 inline PlayerSessionCreationPolicy GetPlayerSessionCreationPolicy() const { return m_playerSessionCreationPolicy; }
97 inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
99 m_playerSessionCreationPolicyHasBeenSet = true;
100 m_playerSessionCreationPolicy = value;
101 }
104 return *this;
105 }
107
109
116 inline ProtectionPolicy GetProtectionPolicy() const { return m_protectionPolicy; }
117 inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
119 m_protectionPolicyHasBeenSet = true;
120 m_protectionPolicy = value;
121 }
123 SetProtectionPolicy(value);
124 return *this;
125 }
127
129
141 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
142 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
143 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
144 void SetGameProperties(GamePropertiesT&& value) {
145 m_gamePropertiesHasBeenSet = true;
146 m_gameProperties = std::forward<GamePropertiesT>(value);
147 }
148 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
150 SetGameProperties(std::forward<GamePropertiesT>(value));
151 return *this;
152 }
153 template <typename GamePropertiesT = GameProperty>
154 UpdateGameSessionRequest& AddGameProperties(GamePropertiesT&& value) {
155 m_gamePropertiesHasBeenSet = true;
156 m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value));
157 return *this;
158 }
160 private:
161 Aws::String m_gameSessionId;
162
163 int m_maximumPlayerSessionCount{0};
164
165 Aws::String m_name;
166
168
170
171 Aws::Vector<GameProperty> m_gameProperties;
172 bool m_gameSessionIdHasBeenSet = false;
173 bool m_maximumPlayerSessionCountHasBeenSet = false;
174 bool m_nameHasBeenSet = false;
175 bool m_playerSessionCreationPolicyHasBeenSet = false;
176 bool m_protectionPolicyHasBeenSet = false;
177 bool m_gamePropertiesHasBeenSet = false;
178};
179
180} // namespace Model
181} // namespace GameLift
182} // 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