/**
* 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 retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet to retrieve all game sessions for. You can * use either the fleet ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *A unique identifier for the game session to retrieve.
*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *A unique identifier for the game session to retrieve.
*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *A unique identifier for the game session to retrieve.
*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *A unique identifier for the game session to retrieve.
*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *A unique identifier for the game session to retrieve.
*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *A unique identifier for the game session to retrieve.
*/ inline DescribeGameSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the game session to retrieve.
*/ inline DescribeGameSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *A unique identifier for the game session to retrieve.
*/ inline DescribeGameSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline const Aws::String& GetAliasId() const{ return m_aliasId; } /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; } /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; } /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ 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 retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); } /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;} /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;} /** *A unique identifier for an alias associated with the fleet to retrieve all * game sessions for. You can use either the alias ID or ARN value.
*/ inline DescribeGameSessionsRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;} /** *Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
Game session status to filter results on. Possible game session statuses
* include ACTIVE, TERMINATED, ACTIVATING,
* and TERMINATING (the last two are transitory).
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages.
Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline const Aws::String& GetNextToken() const{ return m_nextToken; } /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; } /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; } /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); } /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); } /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline DescribeGameSessionsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;} /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline DescribeGameSessionsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;} /** *Token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this action. To start at the * beginning of the result set, do not specify a value.
*/ inline DescribeGameSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: 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