Files
2026-02-28 12:32:28 -05:00

155 lines
8.3 KiB
C++

/**
* 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
{
/**
*/
class DescribePlayerSessionsRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API 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_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API 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; }
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
inline DescribePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
inline DescribePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
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; }
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
inline DescribePlayerSessionsRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
inline DescribePlayerSessionsRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
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; }
inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; }
inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; }
inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); }
inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); }
inline DescribePlayerSessionsRequest& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;}
inline DescribePlayerSessionsRequest& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;}
inline DescribePlayerSessionsRequest& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;}
///@}
///@{
/**
* <p>Player session status to filter results on. Note that when a PlayerSessionId
* or PlayerId is provided in a DescribePlayerSessions request, then the
* PlayerSessionStatusFilter has no effect on the response.</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; }
inline bool PlayerSessionStatusFilterHasBeenSet() const { return m_playerSessionStatusFilterHasBeenSet; }
inline void SetPlayerSessionStatusFilter(const Aws::String& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = value; }
inline void SetPlayerSessionStatusFilter(Aws::String&& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = std::move(value); }
inline void SetPlayerSessionStatusFilter(const char* value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter.assign(value); }
inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(const Aws::String& value) { SetPlayerSessionStatusFilter(value); return *this;}
inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(Aws::String&& value) { SetPlayerSessionStatusFilter(std::move(value)); return *this;}
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; }
inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
inline DescribePlayerSessionsRequest& WithLimit(int value) { SetLimit(value); return *this;}
///@}
///@{
/**
* <p>A token that indicates the start of the next sequential page of results. Use
* the token that is returned with a previous call to this operation. 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; }
inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
inline DescribePlayerSessionsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
inline DescribePlayerSessionsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
inline DescribePlayerSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
///@}
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet = false;
Aws::String m_playerId;
bool m_playerIdHasBeenSet = false;
Aws::String m_playerSessionId;
bool m_playerSessionIdHasBeenSet = false;
Aws::String m_playerSessionStatusFilter;
bool m_playerSessionStatusFilterHasBeenSet = false;
int m_limit;
bool m_limitHasBeenSet = false;
Aws::String m_nextToken;
bool m_nextTokenHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws