/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline const Aws::String& GetAliasId() const{ return m_aliasId; } /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; } /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; } /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); } /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); } /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;} /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;} /** *A unique identifier for an alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.
*/ inline CreateGameSessionRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;} /** *The maximum number of players that can be connected simultaneously to the * game session.
*/ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** *The maximum number of players that can be connected simultaneously to the * game session.
*/ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** *The maximum number of players that can be connected simultaneously to the * game session.
*/ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** *The maximum number of players that can be connected simultaneously to the * game session.
*/ inline CreateGameSessionRequest& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline CreateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline CreateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline CreateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;} /** *Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline const Aws::VectorSet of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } /** *Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline void SetGameProperties(const Aws::VectorSet of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline void SetGameProperties(Aws::VectorSet of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& WithGameProperties(const Aws::VectorSet of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& WithGameProperties(Aws::VectorSet of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } /** *Set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process in the GameSession * object with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline const Aws::String& GetCreatorId() const{ return m_creatorId; } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); } /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline CreateGameSessionRequest& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;} /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline CreateGameSessionRequest& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;} /** *A unique identifier for a player or entity creating the game session. This ID * is used to enforce a resource protection policy (if one exists) that limits the * number of concurrent active game sessions one player can have.
*/ inline CreateGameSessionRequest& WithCreatorId(const char* value) { SetCreatorId(value); return *this;} /** * This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
This parameter is no longer preferred. Please use
* IdempotencyToken instead. Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.)
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom
* ID string or idempotency token>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.
Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; } /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} /** *Set of custom game session properties, formatted as a single string value. * This data is passed to a game server process in the GameSession object * with a request to start a new game session (see Start * a Game Session).
*/ inline CreateGameSessionRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; Aws::String m_aliasId; bool m_aliasIdHasBeenSet; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet; Aws::String m_name; bool m_nameHasBeenSet; Aws::Vector