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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/UpdateGameSessionRequest.h
2026-02-28 12:32:28 -05:00

153 lines
8.2 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 <aws/gamelift/model/PlayerSessionCreationPolicy.h>
#include <aws/gamelift/model/ProtectionPolicy.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/GameProperty.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class UpdateGameSessionRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API 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_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 update. </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 UpdateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
inline UpdateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
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; }
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
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; }
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
inline UpdateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
inline UpdateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
inline UpdateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
///@}
///@{
/**
* <p>A policy that determines whether the game session is accepting new
* players.</p>
*/
inline const PlayerSessionCreationPolicy& GetPlayerSessionCreationPolicy() const{ return m_playerSessionCreationPolicy; }
inline bool PlayerSessionCreationPolicyHasBeenSet() const { return m_playerSessionCreationPolicyHasBeenSet; }
inline void SetPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = value; }
inline void SetPlayerSessionCreationPolicy(PlayerSessionCreationPolicy&& value) { m_playerSessionCreationPolicyHasBeenSet = true; m_playerSessionCreationPolicy = std::move(value); }
inline UpdateGameSessionRequest& WithPlayerSessionCreationPolicy(const PlayerSessionCreationPolicy& value) { SetPlayerSessionCreationPolicy(value); return *this;}
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; }
inline bool ProtectionPolicyHasBeenSet() const { return m_protectionPolicyHasBeenSet; }
inline void SetProtectionPolicy(const ProtectionPolicy& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = value; }
inline void SetProtectionPolicy(ProtectionPolicy&& value) { m_protectionPolicyHasBeenSet = true; m_protectionPolicy = std::move(value); }
inline UpdateGameSessionRequest& WithProtectionPolicy(const ProtectionPolicy& value) { SetProtectionPolicy(value); return *this;}
inline UpdateGameSessionRequest& WithProtectionPolicy(ProtectionPolicy&& value) { SetProtectionPolicy(std::move(value)); return *this;}
///@}
///@{
/**
* <p>A set of key-value pairs that can store custom data in a game session. For
* example: <code>{"Key": "difficulty", "Value": "novice"}</code>. You can use this
* parameter to modify game properties in an active game session. This action adds
* new properties and modifies existing properties. There is no way to delete
* properties. For an example, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update">Update
* the value of a game property</a>. </p>
*/
inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
inline UpdateGameSessionRequest& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;}
inline UpdateGameSessionRequest& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;}
inline UpdateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
inline UpdateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
///@}
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet = false;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet = false;
Aws::String m_name;
bool m_nameHasBeenSet = false;
PlayerSessionCreationPolicy m_playerSessionCreationPolicy;
bool m_playerSessionCreationPolicyHasBeenSet = false;
ProtectionPolicy m_protectionPolicy;
bool m_protectionPolicyHasBeenSet = false;
Aws::Vector<GameProperty> m_gameProperties;
bool m_gamePropertiesHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws