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

166 lines
8.5 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 DescribeGameSessionDetailsRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API DescribeGameSessionDetailsRequest();
// 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 "DescribeGameSessionDetails"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the fleet to retrieve all game sessions active on the
* fleet. You can use either the fleet ID or ARN value.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
inline DescribeGameSessionDetailsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
///@}
///@{
/**
* <p>A unique identifier for the game session to retrieve. </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 DescribeGameSessionDetailsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
///@}
///@{
/**
* <p>A unique identifier for the alias associated with the fleet to retrieve all
* game sessions for. You can use either the alias ID or ARN value.</p>
*/
inline const Aws::String& GetAliasId() const{ return m_aliasId; }
inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; }
inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; }
inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); }
inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); }
inline DescribeGameSessionDetailsRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;}
///@}
///@{
/**
* <p>A fleet location to get game session details for. You can specify a fleet's
* home Region or a remote location. Use the Amazon Web Services Region code
* format, such as <code>us-west-2</code>. </p>
*/
inline const Aws::String& GetLocation() const{ return m_location; }
inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; }
inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; }
inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); }
inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); }
inline DescribeGameSessionDetailsRequest& WithLocation(const Aws::String& value) { SetLocation(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithLocation(const char* value) { SetLocation(value); return *this;}
///@}
///@{
/**
* <p>Game session status to filter results on. Possible game session statuses
* include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>
* and <code>TERMINATING</code> (the last two are transitory). </p>
*/
inline const Aws::String& GetStatusFilter() const{ return m_statusFilter; }
inline bool StatusFilterHasBeenSet() const { return m_statusFilterHasBeenSet; }
inline void SetStatusFilter(const Aws::String& value) { m_statusFilterHasBeenSet = true; m_statusFilter = value; }
inline void SetStatusFilter(Aws::String&& value) { m_statusFilterHasBeenSet = true; m_statusFilter = std::move(value); }
inline void SetStatusFilter(const char* value) { m_statusFilterHasBeenSet = true; m_statusFilter.assign(value); }
inline DescribeGameSessionDetailsRequest& WithStatusFilter(const Aws::String& value) { SetStatusFilter(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithStatusFilter(Aws::String&& value) { SetStatusFilter(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithStatusFilter(const char* value) { SetStatusFilter(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.</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 DescribeGameSessionDetailsRequest& 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.</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 DescribeGameSessionDetailsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
inline DescribeGameSessionDetailsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
inline DescribeGameSessionDetailsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
///@}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet = false;
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet = false;
Aws::String m_aliasId;
bool m_aliasIdHasBeenSet = false;
Aws::String m_location;
bool m_locationHasBeenSet = false;
Aws::String m_statusFilter;
bool m_statusFilterHasBeenSet = false;
int m_limit;
bool m_limitHasBeenSet = false;
Aws::String m_nextToken;
bool m_nextTokenHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws