263 lines
11 KiB
C
263 lines
11 KiB
C
|
|
/**
|
|||
|
|
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
|
|||
|
|
* SPDX-License-Identifier: Apache-2.0.
|
|||
|
|
*/
|
|||
|
|
|
|||
|
|
#pragma once
|
|||
|
|
#include <aws/gamelift/GameLift_EXPORTS.h>
|
|||
|
|
#include <aws/gamelift/GameLiftRequest.h>
|
|||
|
|
#include <aws/core/utils/memory/stl/AWSString.h>
|
|||
|
|
#include <aws/gamelift/model/PlayerSessionCreationPolicy.h>
|
|||
|
|
#include <aws/gamelift/model/ProtectionPolicy.h>
|
|||
|
|
#include <utility>
|
|||
|
|
|
|||
|
|
namespace Aws
|
|||
|
|
{
|
|||
|
|
namespace GameLift
|
|||
|
|
{
|
|||
|
|
namespace Model
|
|||
|
|
{
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
|
|||
|
|
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput">AWS
|
|||
|
|
* API Reference</a></p>
|
|||
|
|
*/
|
|||
|
|
class AWS_GAMELIFT_API UpdateGameSessionRequest : public GameLiftRequest
|
|||
|
|
{
|
|||
|
|
public:
|
|||
|
|
UpdateGameSessionRequest();
|
|||
|
|
|
|||
|
|
// Service request name is the Operation name which will send this request out,
|
|||
|
|
// each operation should has unique request name, so that we can get operation's name from this request.
|
|||
|
|
// Note: this is not true for response, multiple operations may have the same response name,
|
|||
|
|
// so we can not get operation's name from response.
|
|||
|
|
inline virtual const char* GetServiceRequestName() const override { return "UpdateGameSession"; }
|
|||
|
|
|
|||
|
|
Aws::String SerializePayload() const override;
|
|||
|
|
|
|||
|
|
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A unique identifier for the game session to update. </p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>The maximum number of players that can be connected simultaneously to the
|
|||
|
|
* game session.</p>
|
|||
|
|
*/
|
|||
|
|
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>The maximum number of players that can be connected simultaneously to the
|
|||
|
|
* game session.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>The maximum number of players that can be connected simultaneously to the
|
|||
|
|
* game session.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>The maximum number of players that can be connected simultaneously to the
|
|||
|
|
* game session.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline const Aws::String& GetName() const{ return m_name; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>A descriptive label that is associated with a game session. Session names do
|
|||
|
|
* not need to be unique.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Policy determining whether or not the game session accepts new players.</p>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline const ProtectionPolicy& GetProtectionPolicy() const{ return m_protectionPolicy; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline void SetProtectionPolicy(const ProtectionPolicy& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = value; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline void SetProtectionPolicy(ProtectionPolicy&& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = std::move(value); }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithProtectionPolicy(const ProtectionPolicy& value) { SetProtectionPolicy(value); return *this;}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* <p>Game session protection policy to apply to this game session only.</p> <ul>
|
|||
|
|
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
|
|||
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
|
|||
|
|
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
|
|||
|
|
* scale-down event.</p> </li> </ul>
|
|||
|
|
*/
|
|||
|
|
inline UpdateGameSessionRequest& WithProtectionPolicy(ProtectionPolicy&& value) { SetProtectionPolicy(std::move(value)); return *this;}
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
|
|||
|
|
Aws::String m_gameSessionId;
|
|||
|
|
bool m_gameSessionIdHasBeenSet;
|
|||
|
|
|
|||
|
|
int m_maximumPlayerSessionCount;
|
|||
|
|
bool m_maximumPlayerSessionCountHasBeenSet;
|
|||
|
|
|
|||
|
|
Aws::String m_name;
|
|||
|
|
bool m_nameHasBeenSet;
|
|||
|
|
|
|||
|
|
PlayerSessionCreationPolicy m_playerSessionCreationPolicy;
|
|||
|
|
bool m_playerSessionCreationPolicyHasBeenSet;
|
|||
|
|
|
|||
|
|
ProtectionPolicy m_protectionPolicy;
|
|||
|
|
bool m_protectionPolicyHasBeenSet;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
} // namespace Model
|
|||
|
|
} // namespace GameLift
|
|||
|
|
} // namespace Aws
|