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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/DescribePlayerSessionsRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API DescribePlayerSessionsRequest : public GameLiftRequest
{
public:
DescribePlayerSessionsRequest();
// 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 "DescribePlayerSessions"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the game session to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player to retrieve player sessions for.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; }
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; }
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; }
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); }
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); }
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;}
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player session to retrieve.</p>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;}
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline const Aws::String& GetPlayerSessionStatusFilter() const{ return m_playerSessionStatusFilter; }
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline bool PlayerSessionStatusFilterHasBeenSet() const { return m_playerSessionStatusFilterHasBeenSet; }
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline void SetPlayerSessionStatusFilter(const Aws::String& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = value; }
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline void SetPlayerSessionStatusFilter(Aws::String&& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = std::move(value); }
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline void SetPlayerSessionStatusFilter(const char* value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter.assign(value); }
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(const Aws::String& value) { SetPlayerSessionStatusFilter(value); return *this;}
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(Aws::String&& value) { SetPlayerSessionStatusFilter(std::move(value)); return *this;}
/**
* <p>Player session status to filter results on.</p> <p>Possible player session
* statuses include the following:</p> <ul> <li> <p> <b>RESERVED</b> -- The player
* session request has been received, but the player has not yet connected to the
* server process and/or been validated. </p> </li> <li> <p> <b>ACTIVE</b> -- The
* player has been validated by the server process and is currently connected.</p>
* </li> <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p>
* </li> <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the
* player did not connect and/or was not validated within the timeout limit (60
* seconds).</p> </li> </ul>
*/
inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(const char* value) { SetPlayerSessionStatusFilter(value); return *this;}
/**
* <p>The maximum number of results to return. Use this parameter with
* <code>NextToken</code> to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.</p>
*/
inline int GetLimit() const{ return m_limit; }
/**
* <p>The maximum number of results to return. Use this parameter with
* <code>NextToken</code> to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.</p>
*/
inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
/**
* <p>The maximum number of results to return. Use this parameter with
* <code>NextToken</code> to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.</p>
*/
inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
/**
* <p>The maximum number of results to return. Use this parameter with
* <code>NextToken</code> to get results as a set of sequential pages. If a player
* session ID is specified, this parameter is ignored.</p>
*/
inline DescribePlayerSessionsRequest& WithLimit(int value) { SetLimit(value); return *this;}
/**
* <p>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.</p>
*/
inline const Aws::String& GetNextToken() const{ return m_nextToken; }
/**
* <p>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.</p>
*/
inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
/**
* <p>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.</p>
*/
inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
/**
* <p>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.</p>
*/
inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
/**
* <p>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.</p>
*/
inline DescribePlayerSessionsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
/**
* <p>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.</p>
*/
inline DescribePlayerSessionsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
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