/**
* 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 update.
*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *A unique identifier for the game session to update.
*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *A unique identifier for the game session to update.
*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *A unique identifier for the game session to update.
*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *A unique identifier for the game session to update.
*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *A unique identifier for the game session to update.
*/ inline UpdateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the game session to update.
*/ inline UpdateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *A unique identifier for the game session to update.
*/ inline UpdateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(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 UpdateGameSessionRequest& 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 UpdateGameSessionRequest& 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 UpdateGameSessionRequest& 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 UpdateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;} /** *Policy determining whether or not the game session accepts new players.
*/ inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; } /** *Policy determining whether or not the game session accepts new players.
*/ inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; } /** *Policy determining whether or not the game session accepts new players.
*/ inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; } /** *Policy determining whether or not the game session accepts new players.
*/ inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); } /** *Policy determining whether or not the game session accepts new players.
*/ inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;} /** *Policy determining whether or not the game session accepts new players.
*/ inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;} /** *Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.
Game session protection policy to apply to this game session only.
NoProtection -- The game session can be terminated during a * scale-down event.
FullProtection -- If the game
* session is in an ACTIVE status, it cannot be terminated during a
* scale-down event.