AWS SDK for C++

AWS SDK for C++ Version 1.11.851

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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
46 inline const Aws::String& GetGameSessionId() const { return m_gameSessionId; }
47 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
48 template <typename GameSessionIdT = Aws::String>
49 void SetGameSessionId(GameSessionIdT&& value) {
50 m_gameSessionIdHasBeenSet = true;
51 m_gameSessionId = std::forward<GameSessionIdT>(value);
52 }
53 template <typename GameSessionIdT = Aws::String>
55 SetGameSessionId(std::forward<GameSessionIdT>(value));
56 return *this;
57 }
59
61
65 inline int GetMaximumPlayerSessionCount() const { return m_maximumPlayerSessionCount; }
66 inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
67 inline void SetMaximumPlayerSessionCount(int value) {
68 m_maximumPlayerSessionCountHasBeenSet = true;
69 m_maximumPlayerSessionCount = value;
70 }
73 return *this;
74 }
76
78
82 inline const Aws::String& GetName() const { return m_name; }
83 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
84 template <typename NameT = Aws::String>
85 void SetName(NameT&& value) {
86 m_nameHasBeenSet = true;
87 m_name = std::forward<NameT>(value);
88 }
89 template <typename NameT = Aws::String>
91 SetName(std::forward<NameT>(value));
92 return *this;
93 }
95
97
101 inline PlayerSessionCreationPolicy GetPlayerSessionCreationPolicy() const { return m_playerSessionCreationPolicy; }
102 inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
104 m_playerSessionCreationPolicyHasBeenSet = true;
105 m_playerSessionCreationPolicy = value;
106 }
109 return *this;
110 }
112
114
121 inline ProtectionPolicy GetProtectionPolicy() const { return m_protectionPolicy; }
122 inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
124 m_protectionPolicyHasBeenSet = true;
125 m_protectionPolicy = value;
126 }
128 SetProtectionPolicy(value);
129 return *this;
130 }
132
134
150 inline const Aws::Vector<GameProperty>& GetGameProperties() const { return m_gameProperties; }
151 inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
152 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
153 void SetGameProperties(GamePropertiesT&& value) {
154 m_gamePropertiesHasBeenSet = true;
155 m_gameProperties = std::forward<GamePropertiesT>(value);
156 }
157 template <typename GamePropertiesT = Aws::Vector<GameProperty>>
159 SetGameProperties(std::forward<GamePropertiesT>(value));
160 return *this;
161 }
162 template <typename GamePropertiesT = GameProperty>
163 UpdateGameSessionRequest& AddGameProperties(GamePropertiesT&& value) {
164 m_gamePropertiesHasBeenSet = true;
165 m_gameProperties.emplace_back(std::forward<GamePropertiesT>(value));
166 return *this;
167 }
169 private:
170 Aws::String m_gameSessionId;
171
172 int m_maximumPlayerSessionCount{0};
173
174 Aws::String m_name;
175
177
179
180 Aws::Vector<GameProperty> m_gameProperties;
181 bool m_gameSessionIdHasBeenSet = false;
182 bool m_maximumPlayerSessionCountHasBeenSet = false;
183 bool m_nameHasBeenSet = false;
184 bool m_playerSessionCreationPolicyHasBeenSet = false;
185 bool m_protectionPolicyHasBeenSet = false;
186 bool m_gamePropertiesHasBeenSet = false;
187};
188
189} // namespace Model
190} // namespace GameLift
191} // 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