/**
* 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 the game session to retrieve player sessions for.
*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *A unique identifier for the game session to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *A unique identifier for a player to retrieve player sessions for.
*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *A unique identifier for a player to retrieve player sessions for.
*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *A unique identifier for a player to retrieve player sessions for.
*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *A unique identifier for a player to retrieve player sessions for.
*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *A unique identifier for a player to retrieve player sessions for.
*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *A unique identifier for a player to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *A unique identifier for a player to retrieve player sessions for.
*/ inline DescribePlayerSessionsRequest& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player session to retrieve.
*/ inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; } /** *A unique identifier for a player session to retrieve.
*/ inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; } /** *A unique identifier for a player session to retrieve.
*/ inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; } /** *A unique identifier for a player session to retrieve.
*/ inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); } /** *A unique identifier for a player session to retrieve.
*/ inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); } /** *A unique identifier for a player session to retrieve.
*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;} /** *A unique identifier for a player session to retrieve.
*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;} /** *A unique identifier for a player session to retrieve.
*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;} /** *Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
Player session status to filter results on.
Possible player session * statuses include the following:
RESERVED -- The player * session request has been received, but the player has not yet connected to the * server process and/or been validated.
ACTIVE -- The * player has been validated by the server process and is currently connected.
*COMPLETED -- The player connection has been dropped.
*TIMEDOUT -- A player session request was received, but the * player did not connect and/or was not validated within the timeout limit (60 * seconds).
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.
The maximum number of results to return. Use this parameter with
* NextToken to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.
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. If a player session ID is * specified, this parameter is ignored.
*/ 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. If a player session ID is * specified, this parameter is ignored.
*/ 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. If a player session ID is * specified, this parameter is ignored.
*/ 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. If a player session ID is * specified, this parameter is ignored.
*/ 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. If a player session ID is * specified, this parameter is ignored.
*/ 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. If a player session ID is * specified, this parameter is ignored.
*/ inline DescribePlayerSessionsRequest& 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. If a player session ID is * specified, this parameter is ignored.
*/ inline DescribePlayerSessionsRequest& 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. If a player session ID is * specified, this parameter is ignored.
*/ inline DescribePlayerSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet; Aws::String m_playerId; bool m_playerIdHasBeenSet; Aws::String m_playerSessionId; bool m_playerSessionIdHasBeenSet; Aws::String m_playerSessionStatusFilter; bool m_playerSessionStatusFilterHasBeenSet; int m_limit; bool m_limitHasBeenSet; Aws::String m_nextToken; bool m_nextTokenHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws