/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Set of key-value pairs that contain information about a game session. When * included in a game session request, these properties communicate details to be * used when setting up the new game session. For example, a game property might * specify a game mode, level, or map. Game properties are passed to the game * server process when initiating a new game session. For more information, see the * * Amazon GameLift Developer Guide.

See Also:

AWS * API Reference

*/ class GameProperty { public: AWS_GAMELIFT_API GameProperty(); AWS_GAMELIFT_API GameProperty(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API GameProperty& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

The game property identifier.

*/ inline const Aws::String& GetKey() const{ return m_key; } /** *

The game property identifier.

*/ inline bool KeyHasBeenSet() const { return m_keyHasBeenSet; } /** *

The game property identifier.

*/ inline void SetKey(const Aws::String& value) { m_keyHasBeenSet = true; m_key = value; } /** *

The game property identifier.

*/ inline void SetKey(Aws::String&& value) { m_keyHasBeenSet = true; m_key = std::move(value); } /** *

The game property identifier.

*/ inline void SetKey(const char* value) { m_keyHasBeenSet = true; m_key.assign(value); } /** *

The game property identifier.

*/ inline GameProperty& WithKey(const Aws::String& value) { SetKey(value); return *this;} /** *

The game property identifier.

*/ inline GameProperty& WithKey(Aws::String&& value) { SetKey(std::move(value)); return *this;} /** *

The game property identifier.

*/ inline GameProperty& WithKey(const char* value) { SetKey(value); return *this;} /** *

The game property value.

*/ inline const Aws::String& GetValue() const{ return m_value; } /** *

The game property value.

*/ inline bool ValueHasBeenSet() const { return m_valueHasBeenSet; } /** *

The game property value.

*/ inline void SetValue(const Aws::String& value) { m_valueHasBeenSet = true; m_value = value; } /** *

The game property value.

*/ inline void SetValue(Aws::String&& value) { m_valueHasBeenSet = true; m_value = std::move(value); } /** *

The game property value.

*/ inline void SetValue(const char* value) { m_valueHasBeenSet = true; m_value.assign(value); } /** *

The game property value.

*/ inline GameProperty& WithValue(const Aws::String& value) { SetValue(value); return *this;} /** *

The game property value.

*/ inline GameProperty& WithValue(Aws::String&& value) { SetValue(std::move(value)); return *this;} /** *

The game property value.

*/ inline GameProperty& WithValue(const char* value) { SetValue(value); return *this;} private: Aws::String m_key; bool m_keyHasBeenSet = false; Aws::String m_value; bool m_valueHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws