88 lines
3.4 KiB
C++
88 lines
3.4 KiB
C++
/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>This key-value pair can store custom data about a game session. For example,
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* you might use a <code>GameProperty</code> to track a game session's map, level
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* of difficulty, or remaining time. The difficulty level could be specified like
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* this: <code>{"Key": "difficulty", "Value":"Novice"}</code>. </p> <p> You can set
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* game properties when creating a game session. You can also modify game
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* properties of an active game session. When searching for game sessions, you can
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* filter on game property keys and values. You can't delete game properties from a
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* game session. </p> <p>For examples of working with game properties, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties">Create
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* a game session with properties</a>. </p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty">AWS
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* API Reference</a></p>
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*/
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class GameProperty
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{
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public:
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AWS_GAMELIFT_API GameProperty();
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AWS_GAMELIFT_API GameProperty(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API GameProperty& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>The game property identifier.</p>
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*/
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inline const Aws::String& GetKey() const{ return m_key; }
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inline bool KeyHasBeenSet() const { return m_keyHasBeenSet; }
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inline void SetKey(const Aws::String& value) { m_keyHasBeenSet = true; m_key = value; }
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inline void SetKey(Aws::String&& value) { m_keyHasBeenSet = true; m_key = std::move(value); }
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inline void SetKey(const char* value) { m_keyHasBeenSet = true; m_key.assign(value); }
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inline GameProperty& WithKey(const Aws::String& value) { SetKey(value); return *this;}
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inline GameProperty& WithKey(Aws::String&& value) { SetKey(std::move(value)); return *this;}
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inline GameProperty& WithKey(const char* value) { SetKey(value); return *this;}
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///@}
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///@{
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/**
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* <p>The game property value.</p>
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*/
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inline const Aws::String& GetValue() const{ return m_value; }
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inline bool ValueHasBeenSet() const { return m_valueHasBeenSet; }
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inline void SetValue(const Aws::String& value) { m_valueHasBeenSet = true; m_value = value; }
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inline void SetValue(Aws::String&& value) { m_valueHasBeenSet = true; m_value = std::move(value); }
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inline void SetValue(const char* value) { m_valueHasBeenSet = true; m_value.assign(value); }
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inline GameProperty& WithValue(const Aws::String& value) { SetValue(value); return *this;}
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inline GameProperty& WithValue(Aws::String&& value) { SetValue(std::move(value)); return *this;}
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inline GameProperty& WithValue(const char* value) { SetValue(value); return *this;}
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///@}
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private:
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Aws::String m_key;
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bool m_keyHasBeenSet = false;
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Aws::String m_value;
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bool m_valueHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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