341 lines
14 KiB
C
341 lines
14 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API DescribeGameSessionDetailsRequest : public GameLiftRequest
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{
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public:
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DescribeGameSessionDetailsRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "DescribeGameSessionDetails"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a fleet to retrieve all game sessions active on the
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* fleet. You can use either the fleet ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for the game session to retrieve. </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline const Aws::String& GetAliasId() const{ return m_aliasId; }
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; }
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; }
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); }
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); }
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;}
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for an alias associated with the fleet to retrieve all
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* game sessions for. You can use either the alias ID or ARN value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;}
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline const Aws::String& GetStatusFilter() const{ return m_statusFilter; }
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline bool StatusFilterHasBeenSet() const { return m_statusFilterHasBeenSet; }
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline void SetStatusFilter(const Aws::String& value) { m_statusFilterHasBeenSet = true; m_statusFilter = value; }
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline void SetStatusFilter(Aws::String&& value) { m_statusFilterHasBeenSet = true; m_statusFilter = std::move(value); }
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline void SetStatusFilter(const char* value) { m_statusFilterHasBeenSet = true; m_statusFilter.assign(value); }
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithStatusFilter(const Aws::String& value) { SetStatusFilter(value); return *this;}
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithStatusFilter(Aws::String&& value) { SetStatusFilter(std::move(value)); return *this;}
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/**
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* <p>Game session status to filter results on. Possible game session statuses
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* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
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* and <code>TERMINATING</code> (the last two are transitory). </p>
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*/
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inline DescribeGameSessionDetailsRequest& WithStatusFilter(const char* value) { SetStatusFilter(value); return *this;}
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/**
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* <p>The maximum number of results to return. Use this parameter with
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* <code>NextToken</code> to get results as a set of sequential pages.</p>
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*/
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inline int GetLimit() const{ return m_limit; }
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/**
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* <p>The maximum number of results to return. Use this parameter with
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* <code>NextToken</code> to get results as a set of sequential pages.</p>
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*/
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inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
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/**
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* <p>The maximum number of results to return. Use this parameter with
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* <code>NextToken</code> to get results as a set of sequential pages.</p>
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*/
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inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
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/**
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* <p>The maximum number of results to return. Use this parameter with
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* <code>NextToken</code> to get results as a set of sequential pages.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithLimit(int value) { SetLimit(value); return *this;}
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline const Aws::String& GetNextToken() const{ return m_nextToken; }
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
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/**
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* <p>Token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this action. To start at the
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* beginning of the result set, do not specify a value.</p>
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*/
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inline DescribeGameSessionDetailsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
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private:
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|||
|
|
Aws::String m_fleetId;
|
|||
|
|
bool m_fleetIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_gameSessionId;
|
|||
|
|
bool m_gameSessionIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_aliasId;
|
|||
|
|
bool m_aliasIdHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_statusFilter;
|
|||
|
|
bool m_statusFilterHasBeenSet;
|
|||
|
|
|
|||
|
|
int m_limit;
|
|||
|
|
bool m_limitHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_nextToken;
|
|||
|
|
bool m_nextTokenHasBeenSet;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
} // namespace Model
|
|||
|
|
} // namespace GameLift
|
|||
|
|
} // namespace Aws
|