AWS SDK for C++

AWS SDK for C++ Version 1.11.788

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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
89 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
90 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
91 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
92 void SetGameProperties(GamePropertiesT&& value) {
93 m_gamePropertiesHasBeenSet = true;
94 m_gameProperties = std::forward<GamePropertiesT>(value);
95 }
96 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
98 SetGameProperties(std::forward<GamePropertiesT>(value));
99 return *this;
100 }
101 template <typename GamePropertiesT = GameProperty>
103 m_gamePropertiesHasBeenSet = true;
104 m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value));
105 return *this;
106 }
108
110
114 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
115 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
116 inline void SetMaximumPlayerSessionCount(int value) {
117 m_maximumPlayerSessionCountHasBeenSet = true;
118 m_maximumPlayerSessionCount = value;
119 }
122 return *this;
123 }
125
127
131 inline const Aws::String& GetGameSessionName() const { return m_gameSessionName; }
132 inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; }
133 template <typename GameSessionNameT = Aws::String>
134 void SetGameSessionName(GameSessionNameT&& value) {
135 m_gameSessionNameHasBeenSet = true;
136 m_gameSessionName = std::forward<GameSessionNameT>(value);
137 }
138 template <typename GameSessionNameT = Aws::String>
140 SetGameSessionName(std::forward<GameSessionNameT>(value));
141 return *this;
142 }
144
146
152 inline const Aws::Vector<PlayerLatency>& GetPlayerLatencies() const { return m_playerLatencies; }
153 inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; }
154 template <typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
155 void SetPlayerLatencies(PlayerLatenciesT&& value) {
156 m_playerLatenciesHasBeenSet = true;
157 m_playerLatencies = std::forward<PlayerLatenciesT>(value);
158 }
159 template <typename PlayerLatenciesT = Aws::Vector<PlayerLatency>>
161 SetPlayerLatencies(std::forward<PlayerLatenciesT>(value));
162 return *this;
163 }
164 template <typename PlayerLatenciesT = PlayerLatency>
166 m_playerLatenciesHasBeenSet = true;
167 m_playerLatencies.emplace_back(std::forward<PlayerLatenciesT>(value));
168 return *this;
169 }
171
173
176 inline const Aws::Vector<DesiredPlayerSession>& GetDesiredPlayerSessions() const { return m_desiredPlayerSessions; }
177 inline bool DesiredPlayerSessionsHasBeenSet() const { return m_desiredPlayerSessionsHasBeenSet; }
178 template <typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
179 void SetDesiredPlayerSessions(DesiredPlayerSessionsT&& value) {
180 m_desiredPlayerSessionsHasBeenSet = true;
181 m_desiredPlayerSessions = std::forward<DesiredPlayerSessionsT>(value);
182 }
183 template <typename DesiredPlayerSessionsT = Aws::Vector<DesiredPlayerSession>>
185 SetDesiredPlayerSessions(std::forward<DesiredPlayerSessionsT>(value));
186 return *this;
187 }
188 template <typename DesiredPlayerSessionsT = DesiredPlayerSession>
190 m_desiredPlayerSessionsHasBeenSet = true;
191 m_desiredPlayerSessions.emplace_back(std::forward<DesiredPlayerSessionsT>(value));
192 return *this;
193 }
195
197
204 inline const Aws::String& GetGameSessionData() const { return m_gameSessionData; }
205 inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
206 template <typename GameSessionDataT = Aws::String>
207 void SetGameSessionData(GameSessionDataT&& value) {
208 m_gameSessionDataHasBeenSet = true;
209 m_gameSessionData = std::forward<GameSessionDataT>(value);
210 }
211 template <typename GameSessionDataT = Aws::String>
213 SetGameSessionData(std::forward<GameSessionDataT>(value));
214 return *this;
215 }
217
219
230 inline const PriorityConfigurationOverride& GetPriorityConfigurationOverride() const { return m_priorityConfigurationOverride; }
231 inline bool PriorityConfigurationOverrideHasBeenSet() const { return m_priorityConfigurationOverrideHasBeenSet; }
232 template <typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
233 void SetPriorityConfigurationOverride(PriorityConfigurationOverrideT&& value) {
234 m_priorityConfigurationOverrideHasBeenSet = true;
235 m_priorityConfigurationOverride = std::forward<PriorityConfigurationOverrideT>(value);
236 }
237 template <typename PriorityConfigurationOverrideT = PriorityConfigurationOverride>
239 SetPriorityConfigurationOverride(std::forward<PriorityConfigurationOverrideT>(value));
240 return *this;
241 }
243 private:
244 Aws::String m_placementId;
245
246 Aws::String m_gameSessionQueueName;
247
248 Aws::Vector<GameProperty> m_gameProperties;
249
250 int m_maximumPlayerSessionCount{0};
251
252 Aws::String m_gameSessionName;
253
254 Aws::Vector<PlayerLatency> m_playerLatencies;
255
256 Aws::Vector<DesiredPlayerSession> m_desiredPlayerSessions;
257
258 Aws::String m_gameSessionData;
259
260 PriorityConfigurationOverride m_priorityConfigurationOverride;
261 bool m_placementIdHasBeenSet = false;
262 bool m_gameSessionQueueNameHasBeenSet = false;
263 bool m_gamePropertiesHasBeenSet = false;
264 bool m_maximumPlayerSessionCountHasBeenSet = false;
265 bool m_gameSessionNameHasBeenSet = false;
266 bool m_playerLatenciesHasBeenSet = false;
267 bool m_desiredPlayerSessionsHasBeenSet = false;
268 bool m_gameSessionDataHasBeenSet = false;
269 bool m_priorityConfigurationOverrideHasBeenSet = false;
270};
271
272} // namespace Model
273} // namespace GameLift
274} // 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