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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for the game session to retrieve player sessions for.

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

A unique identifier for a player to retrieve player sessions for.

*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline DescribePlayerSessionsRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline DescribePlayerSessionsRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *

A unique identifier for a player to retrieve player sessions for.

*/ inline DescribePlayerSessionsRequest& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *

A unique identifier for a player session to retrieve.

*/ inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; } /** *

A unique identifier for a player session to retrieve.

*/ inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; } /** *

A unique identifier for a player session to retrieve.

*/ inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; } /** *

A unique identifier for a player session to retrieve.

*/ inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); } /** *

A unique identifier for a player session to retrieve.

*/ inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); } /** *

A unique identifier for a player session to retrieve.

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;} /** *

A unique identifier for a player session to retrieve.

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;} /** *

A unique identifier for a player session to retrieve.

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;} /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline const Aws::String& GetPlayerSessionStatusFilter() const{ return m_playerSessionStatusFilter; } /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline bool PlayerSessionStatusFilterHasBeenSet() const { return m_playerSessionStatusFilterHasBeenSet; } /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline void SetPlayerSessionStatusFilter(const Aws::String& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = value; } /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline void SetPlayerSessionStatusFilter(Aws::String&& value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter = std::move(value); } /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline void SetPlayerSessionStatusFilter(const char* value) { m_playerSessionStatusFilterHasBeenSet = true; m_playerSessionStatusFilter.assign(value); } /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(const Aws::String& value) { SetPlayerSessionStatusFilter(value); return *this;} /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(Aws::String&& value) { SetPlayerSessionStatusFilter(std::move(value)); return *this;} /** *

Player session status to filter results on. Note that when a PlayerSessionId * or PlayerId is provided in a DescribePlayerSessions request, then the * PlayerSessionStatusFilter has no effect on the response.

Possible player * session statuses include the following:

  • RESERVED -- The * player session request has been received, but the player has not yet connected * to the server process and/or been validated.

  • ACTIVE * -- The player has been validated by the server process and is currently * connected.

  • COMPLETED -- The player connection has been * dropped.

  • TIMEDOUT -- A player session request was * received, but the player did not connect and/or was not validated within the * timeout limit (60 seconds).

*/ inline DescribePlayerSessionsRequest& WithPlayerSessionStatusFilter(const char* value) { SetPlayerSessionStatusFilter(value); return *this;} /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages. If a player * session ID is specified, this parameter is ignored.

*/ inline int GetLimit() const{ return m_limit; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages. If a player * session ID is specified, this parameter is ignored.

*/ inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages. If a player * session ID is specified, this parameter is ignored.

*/ inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages. If a player * session ID is specified, this parameter is ignored.

*/ inline DescribePlayerSessionsRequest& WithLimit(int value) { SetLimit(value); return *this;} /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline const Aws::String& GetNextToken() const{ return m_nextToken; } /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; } /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; } /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); } /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); } /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline DescribePlayerSessionsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;} /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline DescribePlayerSessionsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;} /** *

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. If a player session ID * is specified, this parameter is ignored.

*/ inline DescribePlayerSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet = false; Aws::String m_playerId; bool m_playerIdHasBeenSet = false; Aws::String m_playerSessionId; bool m_playerSessionIdHasBeenSet = false; Aws::String m_playerSessionStatusFilter; bool m_playerSessionStatusFilterHasBeenSet = false; int m_limit; bool m_limitHasBeenSet = false; Aws::String m_nextToken; bool m_nextTokenHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws