/** * 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 SearchGameSessionsRequest : public GameLiftRequest { public: AWS_GAMELIFT_API SearchGameSessionsRequest(); // 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 "SearchGameSessions"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A unique identifier for the fleet to search for active game sessions. 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 search for active game sessions. 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 search for active game sessions. 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 search for active game sessions. 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 search for active game sessions. 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 search for active game sessions. 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 SearchGameSessionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for the fleet to search for active game sessions. 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 SearchGameSessionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for the fleet to search for active game sessions. 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 SearchGameSessionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

A unique identifier for the alias associated with the fleet to search for * active game sessions. 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 search for * active game sessions. 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 search for * active game sessions. 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 search for * active game sessions. 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 search for * active game sessions. 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 search for * active game sessions. 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 SearchGameSessionsRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;} /** *

A unique identifier for the alias associated with the fleet to search for * active game sessions. 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 SearchGameSessionsRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;} /** *

A unique identifier for the alias associated with the fleet to search for * active game sessions. 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 SearchGameSessionsRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;} /** *

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

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

A fleet location to search for game sessions. You can specify a fleet's home * Region or a remote location. Use the Amazon Web Services Region code format, * such as us-west-2.

*/ inline SearchGameSessionsRequest& WithLocation(const char* value) { SetLocation(value); return *this;} /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline const Aws::String& GetFilterExpression() const{ return m_filterExpression; } /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline bool FilterExpressionHasBeenSet() const { return m_filterExpressionHasBeenSet; } /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline void SetFilterExpression(const Aws::String& value) { m_filterExpressionHasBeenSet = true; m_filterExpression = value; } /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline void SetFilterExpression(Aws::String&& value) { m_filterExpressionHasBeenSet = true; m_filterExpression = std::move(value); } /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline void SetFilterExpression(const char* value) { m_filterExpressionHasBeenSet = true; m_filterExpression.assign(value); } /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline SearchGameSessionsRequest& WithFilterExpression(const Aws::String& value) { SetFilterExpression(value); return *this;} /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline SearchGameSessionsRequest& WithFilterExpression(Aws::String&& value) { SetFilterExpression(std::move(value)); return *this;} /** *

String containing the search criteria for the session search. If no filter * expression is included, the request returns results for all game sessions in the * fleet that are in ACTIVE status.

A filter expression can * contain one or multiple conditions. Each condition consists of the * following:

  • Operand -- Name of a game session attribute. * Valid values are gameSessionName, gameSessionId, * gameSessionProperties, maximumSessions, * creationTimeMillis, playerSessionCount, * hasAvailablePlayerSessions.

  • Comparator -- * Valid comparators are: =, <>, <, * >, <=, >=.

  • * Value -- Value to be searched for. Values may be numbers, boolean values * (true/false) or strings depending on the operand. String values are case * sensitive and must be enclosed in single quotes. Special characters must be * escaped. Boolean and string values can only be used with the comparators * = and <>. For example, the following filter * expression searches on gameSessionName: "FilterExpression": * "gameSessionName = 'Matt\\'s Awesome Game 1'".

To * chain multiple conditions in a single expression, use the logical keywords * AND, OR, and NOT and parentheses as * needed. For example: x AND y AND NOT z, NOT (x OR * y).

Session search evaluates conditions from left to right using * the following precedence rules:

  1. =, * <>, <, >, <=, * >=

  2. Parentheses

  3. NOT

    *
  4. AND

  5. OR

For example, this * filter expression retrieves game sessions hosting at least ten players that have * an open player slot: "maximumSessions>=10 AND * hasAvailablePlayerSessions=true".

*/ inline SearchGameSessionsRequest& WithFilterExpression(const char* value) { SetFilterExpression(value); return *this;} /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline const Aws::String& GetSortExpression() const{ return m_sortExpression; } /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline bool SortExpressionHasBeenSet() const { return m_sortExpressionHasBeenSet; } /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline void SetSortExpression(const Aws::String& value) { m_sortExpressionHasBeenSet = true; m_sortExpression = value; } /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline void SetSortExpression(Aws::String&& value) { m_sortExpressionHasBeenSet = true; m_sortExpression = std::move(value); } /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline void SetSortExpression(const char* value) { m_sortExpressionHasBeenSet = true; m_sortExpression.assign(value); } /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline SearchGameSessionsRequest& WithSortExpression(const Aws::String& value) { SetSortExpression(value); return *this;} /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline SearchGameSessionsRequest& WithSortExpression(Aws::String&& value) { SetSortExpression(std::move(value)); return *this;} /** *

Instructions on how to sort the search results. If no sort expression is * included, the request returns results in random order. A sort expression * consists of the following elements:

  • Operand -- Name of * a game session attribute. Valid values are gameSessionName, * gameSessionId, gameSessionProperties, * maximumSessions, creationTimeMillis, * playerSessionCount, hasAvailablePlayerSessions.

    *
  • Order -- Valid sort orders are ASC * (ascending) and DESC (descending).

For example, * this sort expression returns the oldest active sessions first: * "SortExpression": "creationTimeMillis ASC". Results with a null * value for the sort operand are returned at the end of the list.

*/ inline SearchGameSessionsRequest& WithSortExpression(const char* value) { SetSortExpression(value); return *this;} /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages. The maximum * number of results returned is 20, even if this value is not set or is set higher * than 20.

*/ 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. The maximum * number of results returned is 20, even if this value is not set or is set higher * than 20.

*/ 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. The maximum * number of results returned is 20, even if this value is not set or is set higher * than 20.

*/ 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. The maximum * number of results returned is 20, even if this value is not set or is set higher * than 20.

*/ inline SearchGameSessionsRequest& 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.

*/ 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.

*/ 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.

*/ 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.

*/ 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.

*/ 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.

*/ inline SearchGameSessionsRequest& 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.

*/ inline SearchGameSessionsRequest& 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.

*/ inline SearchGameSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_aliasId; bool m_aliasIdHasBeenSet = false; Aws::String m_location; bool m_locationHasBeenSet = false; Aws::String m_filterExpression; bool m_filterExpressionHasBeenSet = false; Aws::String m_sortExpression; bool m_sortExpressionHasBeenSet = false; int m_limit; bool m_limitHasBeenSet = false; Aws::String m_nextToken; bool m_nextTokenHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws