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

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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>This key-value pair can store custom data about a game session. For example,
* you might use a <code>GameProperty</code> to track a game session's map, level
* of difficulty, or remaining time. The difficulty level could be specified like
* this: <code>{"Key": "difficulty", "Value":"Novice"}</code>. </p> <p> You can set
* game properties when creating a game session. You can also modify game
* properties of an active game session. When searching for game sessions, you can
* filter on game property keys and values. You can't delete game properties from a
* game session. </p> <p>For examples of working with game properties, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties">Create
* a game session with properties</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 GameProperty
{
public:
AWS_GAMELIFT_API GameProperty();
AWS_GAMELIFT_API GameProperty(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API GameProperty& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>The game property identifier.</p>
*/
inline const Aws::String& GetKey() const{ return m_key; }
inline bool KeyHasBeenSet() const { return m_keyHasBeenSet; }
inline void SetKey(const Aws::String& value) { m_keyHasBeenSet = true; m_key = value; }
inline void SetKey(Aws::String&& value) { m_keyHasBeenSet = true; m_key = std::move(value); }
inline void SetKey(const char* value) { m_keyHasBeenSet = true; m_key.assign(value); }
inline GameProperty& WithKey(const Aws::String& value) { SetKey(value); return *this;}
inline GameProperty& WithKey(Aws::String&& value) { SetKey(std::move(value)); return *this;}
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; }
inline bool ValueHasBeenSet() const { return m_valueHasBeenSet; }
inline void SetValue(const Aws::String& value) { m_valueHasBeenSet = true; m_value = value; }
inline void SetValue(Aws::String&& value) { m_valueHasBeenSet = true; m_value = std::move(value); }
inline void SetValue(const char* value) { m_valueHasBeenSet = true; m_value.assign(value); }
inline GameProperty& WithValue(const Aws::String& value) { SetValue(value); return *this;}
inline GameProperty& WithValue(Aws::String&& value) { SetValue(std::move(value)); return *this;}
inline GameProperty& WithValue(const char* value) { SetValue(value); return *this;}
///@}
private:
Aws::String m_key;
bool m_keyHasBeenSet = false;
Aws::String m_value;
bool m_valueHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws