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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/UpdateGameSessionRequest.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 <aws/gamelift/model/PlayerSessionCreationPolicy.h>
#include <aws/gamelift/model/ProtectionPolicy.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/UpdateGameSessionInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API UpdateGameSessionRequest : public GameLiftRequest
{
public:
UpdateGameSessionRequest();
// 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 "UpdateGameSession"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline UpdateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline UpdateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the game session to update. </p>
*/
inline UpdateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline UpdateGameSessionRequest& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline UpdateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline UpdateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline UpdateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; }
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); }
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;}
/**
* <p>Policy determining whether or not the game session accepts new players.</p>
*/
inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { SetPlayerSessionCreationPolicy(std::move(value)); return *this;}
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline const ProtectionPolicy& GetProtectionPolicy() const{ return m_protectionPolicy; }
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline void SetProtectionPolicy(const ProtectionPolicy& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = value; }
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline void SetProtectionPolicy(ProtectionPolicy&& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = std::move(value); }
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline UpdateGameSessionRequest& WithProtectionPolicy(const ProtectionPolicy& value) { SetProtectionPolicy(value); return *this;}
/**
* <p>Game session protection policy to apply to this game session only.</p> <ul>
* <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.</p> </li> </ul>
*/
inline UpdateGameSessionRequest& WithProtectionPolicy(ProtectionPolicy&& value) { SetProtectionPolicy(std::move(value)); return *this;}
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
PlayerSessionCreationPolicy m_playerSessionCreationPolicy;
bool m_playerSessionCreationPolicyHasBeenSet;
ProtectionPolicy m_protectionPolicy;
bool m_protectionPolicyHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws