/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** *

Represents the input for a request action.

See Also:

AWS * API Reference

*/ class AWS_GAMELIFT_API DescribeGameSessionsRequest : public GameLiftRequest { public: DescribeGameSessionsRequest(); // 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 "DescribeGameSessions"; } Aws::String SerializePayload() const override; Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

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).

*/ inline const Aws::String& GetStatusFilter() const{ return m_statusFilter; } /** *

Game session status to filter results on. Possible game session statuses * include ACTIVE, TERMINATED, ACTIVATING, * and TERMINATING (the last two are transitory).

*/ inline bool StatusFilterHasBeenSet() const { return m_statusFilterHasBeenSet; } /** *

Game session status to filter results on. Possible game session statuses * include ACTIVE, TERMINATED, ACTIVATING, * and TERMINATING (the last two are transitory).

*/ inline void SetStatusFilter(const Aws::String& value) { m_statusFilterHasBeenSet = true; m_statusFilter = value; } /** *

Game session status to filter results on. Possible game session statuses * include ACTIVE, TERMINATED, ACTIVATING, * and TERMINATING (the last two are transitory).

*/ inline void SetStatusFilter(Aws::String&& value) { m_statusFilterHasBeenSet = true; m_statusFilter = std::move(value); } /** *

Game session status to filter results on. Possible game session statuses * include ACTIVE, TERMINATED, ACTIVATING, * and TERMINATING (the last two are transitory).

*/ inline void SetStatusFilter(const char* value) { m_statusFilterHasBeenSet = true; m_statusFilter.assign(value); } /** *

Game session status to filter results on. Possible game session statuses * include ACTIVE, TERMINATED, ACTIVATING, * and TERMINATING (the last two are transitory).

*/ inline DescribeGameSessionsRequest& WithStatusFilter(const Aws::String& value) { SetStatusFilter(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).

*/ inline DescribeGameSessionsRequest& WithStatusFilter(Aws::String&& value) { SetStatusFilter(std::move(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).

*/ inline DescribeGameSessionsRequest& WithStatusFilter(const char* value) { SetStatusFilter(value); return *this;} /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline int GetLimit() const{ return m_limit; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline DescribeGameSessionsRequest& WithLimit(int value) { SetLimit(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 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