/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include 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
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