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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameProperty.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/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Set of key-value pairs that contain information about a game session. When
* included in a game session request, these properties communicate details to be
* used when setting up the new game session. For example, a game property might
* specify a game mode, level, or map. Game properties are passed to the game
* server process when initiating a new game session. For more information, see the
* <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create">
* Amazon GameLift Developer Guide</a>.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API GameProperty
{
public:
GameProperty();
GameProperty(Aws::Utils::Json::JsonView jsonValue);
GameProperty& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>The game property identifier.</p>
*/
inline const Aws::String& GetKey() const{ return m_key; }
/**
* <p>The game property identifier.</p>
*/
inline bool KeyHasBeenSet() const { return m_keyHasBeenSet; }
/**
* <p>The game property identifier.</p>
*/
inline void SetKey(const Aws::String& value) { m_keyHasBeenSet = true; m_key = value; }
/**
* <p>The game property identifier.</p>
*/
inline void SetKey(Aws::String&& value) { m_keyHasBeenSet = true; m_key = std::move(value); }
/**
* <p>The game property identifier.</p>
*/
inline void SetKey(const char* value) { m_keyHasBeenSet = true; m_key.assign(value); }
/**
* <p>The game property identifier.</p>
*/
inline GameProperty& WithKey(const Aws::String& value) { SetKey(value); return *this;}
/**
* <p>The game property identifier.</p>
*/
inline GameProperty& WithKey(Aws::String&& value) { SetKey(std::move(value)); return *this;}
/**
* <p>The game property identifier.</p>
*/
inline GameProperty& WithKey(const char* value) { SetKey(value); return *this;}
/**
* <p>The game property value.</p>
*/
inline const Aws::String& GetValue() const{ return m_value; }
/**
* <p>The game property value.</p>
*/
inline bool ValueHasBeenSet() const { return m_valueHasBeenSet; }
/**
* <p>The game property value.</p>
*/
inline void SetValue(const Aws::String& value) { m_valueHasBeenSet = true; m_value = value; }
/**
* <p>The game property value.</p>
*/
inline void SetValue(Aws::String&& value) { m_valueHasBeenSet = true; m_value = std::move(value); }
/**
* <p>The game property value.</p>
*/
inline void SetValue(const char* value) { m_valueHasBeenSet = true; m_value.assign(value); }
/**
* <p>The game property value.</p>
*/
inline GameProperty& WithValue(const Aws::String& value) { SetValue(value); return *this;}
/**
* <p>The game property value.</p>
*/
inline GameProperty& WithValue(Aws::String&& value) { SetValue(std::move(value)); return *this;}
/**
* <p>The game property value.</p>
*/
inline GameProperty& WithValue(const char* value) { SetValue(value); return *this;}
private:
Aws::String m_key;
bool m_keyHasBeenSet;
Aws::String m_value;
bool m_valueHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws