/**
* 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 to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline const Aws::String& GetPlacementId() const{ return m_placementId; } /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline bool PlacementIdHasBeenSet() const { return m_placementIdHasBeenSet; } /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline void SetPlacementId(const Aws::String& value) { m_placementIdHasBeenSet = true; m_placementId = value; } /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline void SetPlacementId(Aws::String&& value) { m_placementIdHasBeenSet = true; m_placementId = std::move(value); } /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline void SetPlacementId(const char* value) { m_placementIdHasBeenSet = true; m_placementId.assign(value); } /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline StartGameSessionPlacementRequest& WithPlacementId(const Aws::String& value) { SetPlacementId(value); return *this;} /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline StartGameSessionPlacementRequest& WithPlacementId(Aws::String&& value) { SetPlacementId(std::move(value)); return *this;} /** *A unique identifier to assign to the new game session placement. This value * is developer-defined. The value must be unique across all Regions and cannot be * reused unless you are resubmitting a canceled or timed-out placement * request.
*/ inline StartGameSessionPlacementRequest& WithPlacementId(const char* value) { SetPlacementId(value); return *this;} /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline const Aws::String& GetGameSessionQueueName() const{ return m_gameSessionQueueName; } /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline bool GameSessionQueueNameHasBeenSet() const { return m_gameSessionQueueNameHasBeenSet; } /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline void SetGameSessionQueueName(const Aws::String& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = value; } /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline void SetGameSessionQueueName(Aws::String&& value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName = std::move(value); } /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline void SetGameSessionQueueName(const char* value) { m_gameSessionQueueNameHasBeenSet = true; m_gameSessionQueueName.assign(value); } /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline StartGameSessionPlacementRequest& WithGameSessionQueueName(const Aws::String& value) { SetGameSessionQueueName(value); return *this;} /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline StartGameSessionPlacementRequest& WithGameSessionQueueName(Aws::String&& value) { SetGameSessionQueueName(std::move(value)); return *this;} /** *Name of the queue to use to place the new game session. You can use either * the queue name or ARN value.
*/ inline StartGameSessionPlacementRequest& WithGameSessionQueueName(const char* value) { SetGameSessionQueueName(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 StartGameSessionPlacementRequest& 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 StartGameSessionPlacementRequest& 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 StartGameSessionPlacementRequest& 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 StartGameSessionPlacementRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(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 StartGameSessionPlacementRequest& 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& GetGameSessionName() const{ return m_gameSessionName; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline bool GameSessionNameHasBeenSet() const { return m_gameSessionNameHasBeenSet; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(const Aws::String& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = value; } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(Aws::String&& value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName = std::move(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline void SetGameSessionName(const char* value) { m_gameSessionNameHasBeenSet = true; m_gameSessionName.assign(value); } /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline StartGameSessionPlacementRequest& WithGameSessionName(const Aws::String& value) { SetGameSessionName(value); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline StartGameSessionPlacementRequest& WithGameSessionName(Aws::String&& value) { SetGameSessionName(std::move(value)); return *this;} /** *A descriptive label that is associated with a game session. Session names do * not need to be unique.
*/ inline StartGameSessionPlacementRequest& WithGameSessionName(const char* value) { SetGameSessionName(value); return *this;} /** *Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline bool PlayerLatenciesHasBeenSet() const { return m_playerLatenciesHasBeenSet; } /** *Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline void SetPlayerLatencies(const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline void SetPlayerLatencies(Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline StartGameSessionPlacementRequest& WithPlayerLatencies(const Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline StartGameSessionPlacementRequest& WithPlayerLatencies(Aws::VectorSet of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline StartGameSessionPlacementRequest& AddPlayerLatencies(const PlayerLatency& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(value); return *this; } /** *Set of values, expressed in milliseconds, indicating the amount of latency * that a player experiences when connected to AWS Regions. This information is * used to try to place the new game session where it can offer the best possible * gameplay experience for the players.
*/ inline StartGameSessionPlacementRequest& AddPlayerLatencies(PlayerLatency&& value) { m_playerLatenciesHasBeenSet = true; m_playerLatencies.push_back(std::move(value)); return *this; } /** *Set of information on each player to create a player session for.
*/ inline const Aws::VectorSet of information on each player to create a player session for.
*/ inline bool DesiredPlayerSessionsHasBeenSet() const { return m_desiredPlayerSessionsHasBeenSet; } /** *Set of information on each player to create a player session for.
*/ inline void SetDesiredPlayerSessions(const Aws::VectorSet of information on each player to create a player session for.
*/ inline void SetDesiredPlayerSessions(Aws::VectorSet of information on each player to create a player session for.
*/ inline StartGameSessionPlacementRequest& WithDesiredPlayerSessions(const Aws::VectorSet of information on each player to create a player session for.
*/ inline StartGameSessionPlacementRequest& WithDesiredPlayerSessions(Aws::VectorSet of information on each player to create a player session for.
*/ inline StartGameSessionPlacementRequest& AddDesiredPlayerSessions(const DesiredPlayerSession& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions.push_back(value); return *this; } /** *Set of information on each player to create a player session for.
*/ inline StartGameSessionPlacementRequest& AddDesiredPlayerSessions(DesiredPlayerSession&& value) { m_desiredPlayerSessionsHasBeenSet = true; m_desiredPlayerSessions.push_back(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 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 StartGameSessionPlacementRequest& 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 StartGameSessionPlacementRequest& 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 StartGameSessionPlacementRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} private: Aws::String m_placementId; bool m_placementIdHasBeenSet; Aws::String m_gameSessionQueueName; bool m_gameSessionQueueNameHasBeenSet; Aws::Vector