/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class CreateGameSessionRequest : public GameLiftRequest { public: AWS_GAMELIFT_API CreateGameSessionRequest(); // 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 "CreateGameSession"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for the fleet to create a game session in. You can use * either the fleet ID or ARN value. Each request must reference either a fleet ID * or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline const Aws::String& GetAliasId() const{ return m_aliasId; } /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; } /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; } /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); } /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); } /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;} /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;} /** *

A unique identifier for the alias associated with the fleet to create a game * session in. You can use either the alias ID or ARN value. Each request must * reference either a fleet ID or alias ID, but not both.

*/ inline CreateGameSessionRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;} /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** *

The maximum number of players that can be connected simultaneously to the * game session.

*/ inline CreateGameSessionRequest& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline CreateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline CreateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label that is associated with a game session. Session names do * not need to be unique.

*/ inline CreateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;} /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline const Aws::Vector& GetGameProperties() const{ return m_gameProperties; } /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; } /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline void SetGameProperties(const Aws::Vector& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; } /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline void SetGameProperties(Aws::Vector&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); } /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& WithGameProperties(const Aws::Vector& value) { SetGameProperties(value); return *this;} /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& WithGameProperties(Aws::Vector&& value) { SetGameProperties(std::move(value)); return *this;} /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; } /** *

A set of custom properties for a game session, formatted as key:value pairs. * These properties are passed to a game server process with a request to start a * new game session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline const Aws::String& GetCreatorId() const{ return m_creatorId; } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); } /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline CreateGameSessionRequest& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;} /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline CreateGameSessionRequest& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;} /** *

A unique identifier for a player or entity creating the game session.

*

If you add a resource creation limit policy to a fleet, the * CreateGameSession operation requires a CreatorId. * Amazon GameLift limits the number of game session creation requests with the * same CreatorId in a specified time period.

If you your fleet * doesn't have a resource creation limit policy and you provide a * CreatorId in your CreateGameSession requests, Amazon * GameLift limits requests to one request per CreatorId per * second.

To not limit CreateGameSession requests with the * same CreatorId, don't provide a CreatorId in your * CreateGameSession request.

*/ inline CreateGameSessionRequest& WithCreatorId(const char* value) { SetCreatorId(value); return *this;} /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline CreateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline CreateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *

This parameter is deprecated. Use IdempotencyToken * instead.

Custom string that uniquely identifies a request for a new * game session. Maximum token length is 48 characters. If provided, this string is * included in the new game session's ID.

*/ inline CreateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline const Aws::String& GetIdempotencyToken() const{ return m_idempotencyToken; } /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline bool IdempotencyTokenHasBeenSet() const { return m_idempotencyTokenHasBeenSet; } /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline void SetIdempotencyToken(const Aws::String& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = value; } /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline void SetIdempotencyToken(Aws::String&& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = std::move(value); } /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline void SetIdempotencyToken(const char* value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken.assign(value); } /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline CreateGameSessionRequest& WithIdempotencyToken(const Aws::String& value) { SetIdempotencyToken(value); return *this;} /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline CreateGameSessionRequest& WithIdempotencyToken(Aws::String&& value) { SetIdempotencyToken(std::move(value)); return *this;} /** *

Custom string that uniquely identifies the new game session request. This is * useful for ensuring that game session requests with the same idempotency token * are processed only once. Subsequent requests with the same string return the * original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game * session's ID. A game session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom * ID string or idempotency token>. Idempotency tokens remain in use for * 30 days after a game session has ended; game session objects are retained for * this time period and then deleted.

*/ inline CreateGameSessionRequest& WithIdempotencyToken(const char* value) { SetIdempotencyToken(value); return *this;} /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; } /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; } /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; } /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); } /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); } /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;} /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;} /** *

A set of custom game session properties, formatted as a single string value. * This data is passed to a game server process with a request to start a new game * session (see Start * a Game Session).

*/ inline CreateGameSessionRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;} /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline const Aws::String& GetLocation() const{ return m_location; } /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; } /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; } /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); } /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); } /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline CreateGameSessionRequest& WithLocation(const Aws::String& value) { SetLocation(value); return *this;} /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline CreateGameSessionRequest& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;} /** *

A fleet's remote location to place the new game session in. If this parameter * is not set, the new game session is placed in the fleet's home Region. Specify a * remote location with an Amazon Web Services Region code such as * us-west-2.

*/ inline CreateGameSessionRequest& WithLocation(const char* value) { SetLocation(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_aliasId; bool m_aliasIdHasBeenSet = false; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; Aws::Vector m_gameProperties; bool m_gamePropertiesHasBeenSet = false; Aws::String m_creatorId; bool m_creatorIdHasBeenSet = false; Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet = false; Aws::String m_idempotencyToken; bool m_idempotencyTokenHasBeenSet = false; Aws::String m_gameSessionData; bool m_gameSessionDataHasBeenSet = false; Aws::String m_location; bool m_locationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws