/** * 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 GameSparks { /** *

*/ class AWS_GAMESPARKS_API GameSparksClient : public Aws::Client::AWSJsonClient, public Aws::Client::ClientWithAsyncTemplateMethods { public: typedef Aws::Client::AWSJsonClient BASECLASS; static const char* SERVICE_NAME; static const char* ALLOCATION_TAG; typedef GameSparksClientConfiguration ClientConfigurationType; typedef GameSparksEndpointProvider EndpointProviderType; /** * Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameSparksClient(const Aws::GameSparks::GameSparksClientConfiguration& clientConfiguration = Aws::GameSparks::GameSparksClientConfiguration(), std::shared_ptr endpointProvider = Aws::MakeShared(ALLOCATION_TAG)); /** * Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameSparksClient(const Aws::Auth::AWSCredentials& credentials, std::shared_ptr endpointProvider = Aws::MakeShared(ALLOCATION_TAG), const Aws::GameSparks::GameSparksClientConfiguration& clientConfiguration = Aws::GameSparks::GameSparksClientConfiguration()); /** * Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied, * the default http client factory will be used */ GameSparksClient(const std::shared_ptr& credentialsProvider, std::shared_ptr endpointProvider = Aws::MakeShared(ALLOCATION_TAG), const Aws::GameSparks::GameSparksClientConfiguration& clientConfiguration = Aws::GameSparks::GameSparksClientConfiguration()); /* Legacy constructors due deprecation */ /** * Initializes client to use DefaultCredentialProviderChain, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameSparksClient(const Aws::Client::ClientConfiguration& clientConfiguration); /** * Initializes client to use SimpleAWSCredentialsProvider, with default http client factory, and optional client config. If client config * is not specified, it will be initialized to default values. */ GameSparksClient(const Aws::Auth::AWSCredentials& credentials, const Aws::Client::ClientConfiguration& clientConfiguration); /** * Initializes client to use specified credentials provider with specified client config. If http client factory is not supplied, * the default http client factory will be used */ GameSparksClient(const std::shared_ptr& credentialsProvider, const Aws::Client::ClientConfiguration& clientConfiguration); /* End of legacy constructors due deprecation */ virtual ~GameSparksClient(); /** *

Creates a new game with an empty configuration. After creating your game, * you can update the configuration using UpdateGameConfiguration or * ImportGameConfiguration.

See Also:

AWS * API Reference

*/ virtual Model::CreateGameOutcome CreateGame(const Model::CreateGameRequest& request) const; /** * A Callable wrapper for CreateGame that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::CreateGameOutcomeCallable CreateGameCallable(const CreateGameRequestT& request) const { return SubmitCallable(&GameSparksClient::CreateGame, request); } /** * An Async wrapper for CreateGame that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void CreateGameAsync(const CreateGameRequestT& request, const CreateGameResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::CreateGame, request, handler, context); } /** *

Creates a snapshot of the game configuration.

See Also:

AWS * API Reference

*/ virtual Model::CreateSnapshotOutcome CreateSnapshot(const Model::CreateSnapshotRequest& request) const; /** * A Callable wrapper for CreateSnapshot that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::CreateSnapshotOutcomeCallable CreateSnapshotCallable(const CreateSnapshotRequestT& request) const { return SubmitCallable(&GameSparksClient::CreateSnapshot, request); } /** * An Async wrapper for CreateSnapshot that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void CreateSnapshotAsync(const CreateSnapshotRequestT& request, const CreateSnapshotResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::CreateSnapshot, request, handler, context); } /** *

Creates a new stage for stage-by-stage game development and * deployment.

See Also:

AWS * API Reference

*/ virtual Model::CreateStageOutcome CreateStage(const Model::CreateStageRequest& request) const; /** * A Callable wrapper for CreateStage that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::CreateStageOutcomeCallable CreateStageCallable(const CreateStageRequestT& request) const { return SubmitCallable(&GameSparksClient::CreateStage, request); } /** * An Async wrapper for CreateStage that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void CreateStageAsync(const CreateStageRequestT& request, const CreateStageResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::CreateStage, request, handler, context); } /** *

Deletes a game.

See Also:

AWS * API Reference

*/ virtual Model::DeleteGameOutcome DeleteGame(const Model::DeleteGameRequest& request) const; /** * A Callable wrapper for DeleteGame that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::DeleteGameOutcomeCallable DeleteGameCallable(const DeleteGameRequestT& request) const { return SubmitCallable(&GameSparksClient::DeleteGame, request); } /** * An Async wrapper for DeleteGame that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void DeleteGameAsync(const DeleteGameRequestT& request, const DeleteGameResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::DeleteGame, request, handler, context); } /** *

Deletes a stage from a game, along with the associated game * runtime.

See Also:

AWS * API Reference

*/ virtual Model::DeleteStageOutcome DeleteStage(const Model::DeleteStageRequest& request) const; /** * A Callable wrapper for DeleteStage that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::DeleteStageOutcomeCallable DeleteStageCallable(const DeleteStageRequestT& request) const { return SubmitCallable(&GameSparksClient::DeleteStage, request); } /** * An Async wrapper for DeleteStage that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void DeleteStageAsync(const DeleteStageRequestT& request, const DeleteStageResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::DeleteStage, request, handler, context); } /** *

Disconnects a player from the game runtime.

If a player has multiple * connections, this operation attempts to close all of them.

See * Also:

AWS * API Reference

*/ virtual Model::DisconnectPlayerOutcome DisconnectPlayer(const Model::DisconnectPlayerRequest& request) const; /** * A Callable wrapper for DisconnectPlayer that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::DisconnectPlayerOutcomeCallable DisconnectPlayerCallable(const DisconnectPlayerRequestT& request) const { return SubmitCallable(&GameSparksClient::DisconnectPlayer, request); } /** * An Async wrapper for DisconnectPlayer that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void DisconnectPlayerAsync(const DisconnectPlayerRequestT& request, const DisconnectPlayerResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::DisconnectPlayer, request, handler, context); } /** *

Exports a game configuration snapshot.

See Also:

AWS * API Reference

*/ virtual Model::ExportSnapshotOutcome ExportSnapshot(const Model::ExportSnapshotRequest& request) const; /** * A Callable wrapper for ExportSnapshot that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ExportSnapshotOutcomeCallable ExportSnapshotCallable(const ExportSnapshotRequestT& request) const { return SubmitCallable(&GameSparksClient::ExportSnapshot, request); } /** * An Async wrapper for ExportSnapshot that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ExportSnapshotAsync(const ExportSnapshotRequestT& request, const ExportSnapshotResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ExportSnapshot, request, handler, context); } /** *

Gets details about a specified extension.

See Also:

AWS * API Reference

*/ virtual Model::GetExtensionOutcome GetExtension(const Model::GetExtensionRequest& request) const; /** * A Callable wrapper for GetExtension that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetExtensionOutcomeCallable GetExtensionCallable(const GetExtensionRequestT& request) const { return SubmitCallable(&GameSparksClient::GetExtension, request); } /** * An Async wrapper for GetExtension that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetExtensionAsync(const GetExtensionRequestT& request, const GetExtensionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetExtension, request, handler, context); } /** *

Gets details about a specified extension version.

See Also:

* AWS * API Reference

*/ virtual Model::GetExtensionVersionOutcome GetExtensionVersion(const Model::GetExtensionVersionRequest& request) const; /** * A Callable wrapper for GetExtensionVersion that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetExtensionVersionOutcomeCallable GetExtensionVersionCallable(const GetExtensionVersionRequestT& request) const { return SubmitCallable(&GameSparksClient::GetExtensionVersion, request); } /** * An Async wrapper for GetExtensionVersion that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetExtensionVersionAsync(const GetExtensionVersionRequestT& request, const GetExtensionVersionResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetExtensionVersion, request, handler, context); } /** *

Gets details about a game.

See Also:

AWS * API Reference

*/ virtual Model::GetGameOutcome GetGame(const Model::GetGameRequest& request) const; /** * A Callable wrapper for GetGame that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetGameOutcomeCallable GetGameCallable(const GetGameRequestT& request) const { return SubmitCallable(&GameSparksClient::GetGame, request); } /** * An Async wrapper for GetGame that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetGameAsync(const GetGameRequestT& request, const GetGameResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetGame, request, handler, context); } /** *

Gets the configuration of the game.

See Also:

AWS * API Reference

*/ virtual Model::GetGameConfigurationOutcome GetGameConfiguration(const Model::GetGameConfigurationRequest& request) const; /** * A Callable wrapper for GetGameConfiguration that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetGameConfigurationOutcomeCallable GetGameConfigurationCallable(const GetGameConfigurationRequestT& request) const { return SubmitCallable(&GameSparksClient::GetGameConfiguration, request); } /** * An Async wrapper for GetGameConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetGameConfigurationAsync(const GetGameConfigurationRequestT& request, const GetGameConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetGameConfiguration, request, handler, context); } /** *

Gets details about a job that is generating code for a * snapshot.

See Also:

AWS * API Reference

*/ virtual Model::GetGeneratedCodeJobOutcome GetGeneratedCodeJob(const Model::GetGeneratedCodeJobRequest& request) const; /** * A Callable wrapper for GetGeneratedCodeJob that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetGeneratedCodeJobOutcomeCallable GetGeneratedCodeJobCallable(const GetGeneratedCodeJobRequestT& request) const { return SubmitCallable(&GameSparksClient::GetGeneratedCodeJob, request); } /** * An Async wrapper for GetGeneratedCodeJob that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetGeneratedCodeJobAsync(const GetGeneratedCodeJobRequestT& request, const GetGeneratedCodeJobResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetGeneratedCodeJob, request, handler, context); } /** *

Gets the status of a player's connection to the game runtime.

It's * possible for a single player to have multiple connections to the game runtime. * If a player is not connected, this operation returns an empty list. *

See Also:

AWS * API Reference

*/ virtual Model::GetPlayerConnectionStatusOutcome GetPlayerConnectionStatus(const Model::GetPlayerConnectionStatusRequest& request) const; /** * A Callable wrapper for GetPlayerConnectionStatus that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetPlayerConnectionStatusOutcomeCallable GetPlayerConnectionStatusCallable(const GetPlayerConnectionStatusRequestT& request) const { return SubmitCallable(&GameSparksClient::GetPlayerConnectionStatus, request); } /** * An Async wrapper for GetPlayerConnectionStatus that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetPlayerConnectionStatusAsync(const GetPlayerConnectionStatusRequestT& request, const GetPlayerConnectionStatusResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetPlayerConnectionStatus, request, handler, context); } /** *

Gets a copy of the game configuration in a snapshot.

See Also:

* AWS * API Reference

*/ virtual Model::GetSnapshotOutcome GetSnapshot(const Model::GetSnapshotRequest& request) const; /** * A Callable wrapper for GetSnapshot that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetSnapshotOutcomeCallable GetSnapshotCallable(const GetSnapshotRequestT& request) const { return SubmitCallable(&GameSparksClient::GetSnapshot, request); } /** * An Async wrapper for GetSnapshot that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetSnapshotAsync(const GetSnapshotRequestT& request, const GetSnapshotResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetSnapshot, request, handler, context); } /** *

Gets information about a stage.

See Also:

AWS * API Reference

*/ virtual Model::GetStageOutcome GetStage(const Model::GetStageRequest& request) const; /** * A Callable wrapper for GetStage that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetStageOutcomeCallable GetStageCallable(const GetStageRequestT& request) const { return SubmitCallable(&GameSparksClient::GetStage, request); } /** * An Async wrapper for GetStage that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetStageAsync(const GetStageRequestT& request, const GetStageResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetStage, request, handler, context); } /** *

Gets information about a stage deployment.

See Also:

AWS * API Reference

*/ virtual Model::GetStageDeploymentOutcome GetStageDeployment(const Model::GetStageDeploymentRequest& request) const; /** * A Callable wrapper for GetStageDeployment that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::GetStageDeploymentOutcomeCallable GetStageDeploymentCallable(const GetStageDeploymentRequestT& request) const { return SubmitCallable(&GameSparksClient::GetStageDeployment, request); } /** * An Async wrapper for GetStageDeployment that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void GetStageDeploymentAsync(const GetStageDeploymentRequestT& request, const GetStageDeploymentResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::GetStageDeployment, request, handler, context); } /** *

Imports a game configuration.

This operation replaces the current * configuration of the game with the provided input. This is not a reversible * operation. If you want to preserve the previous configuration, use * CreateSnapshot to make a new snapshot before importing. *

See Also:

AWS * API Reference

*/ virtual Model::ImportGameConfigurationOutcome ImportGameConfiguration(const Model::ImportGameConfigurationRequest& request) const; /** * A Callable wrapper for ImportGameConfiguration that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ImportGameConfigurationOutcomeCallable ImportGameConfigurationCallable(const ImportGameConfigurationRequestT& request) const { return SubmitCallable(&GameSparksClient::ImportGameConfiguration, request); } /** * An Async wrapper for ImportGameConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ImportGameConfigurationAsync(const ImportGameConfigurationRequestT& request, const ImportGameConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ImportGameConfiguration, request, handler, context); } /** *

Gets a paginated list of available versions for the extension.

Each * time an API change is made to an extension, the version is incremented. The list * retrieved by this operation shows the versions that are currently available. *

See Also:

AWS * API Reference

*/ virtual Model::ListExtensionVersionsOutcome ListExtensionVersions(const Model::ListExtensionVersionsRequest& request) const; /** * A Callable wrapper for ListExtensionVersions that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListExtensionVersionsOutcomeCallable ListExtensionVersionsCallable(const ListExtensionVersionsRequestT& request) const { return SubmitCallable(&GameSparksClient::ListExtensionVersions, request); } /** * An Async wrapper for ListExtensionVersions that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListExtensionVersionsAsync(const ListExtensionVersionsRequestT& request, const ListExtensionVersionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListExtensionVersions, request, handler, context); } /** *

Gets a paginated list of available extensions.

Extensions provide * features that games can use from scripts.

See Also:

AWS * API Reference

*/ virtual Model::ListExtensionsOutcome ListExtensions(const Model::ListExtensionsRequest& request) const; /** * A Callable wrapper for ListExtensions that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListExtensionsOutcomeCallable ListExtensionsCallable(const ListExtensionsRequestT& request) const { return SubmitCallable(&GameSparksClient::ListExtensions, request); } /** * An Async wrapper for ListExtensions that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListExtensionsAsync(const ListExtensionsRequestT& request, const ListExtensionsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListExtensions, request, handler, context); } /** *

Gets a paginated list of games.

See Also:

AWS * API Reference

*/ virtual Model::ListGamesOutcome ListGames(const Model::ListGamesRequest& request) const; /** * A Callable wrapper for ListGames that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListGamesOutcomeCallable ListGamesCallable(const ListGamesRequestT& request) const { return SubmitCallable(&GameSparksClient::ListGames, request); } /** * An Async wrapper for ListGames that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListGamesAsync(const ListGamesRequestT& request, const ListGamesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListGames, request, handler, context); } /** *

Gets a paginated list of code generation jobs for a snapshot.

See * Also:

AWS * API Reference

*/ virtual Model::ListGeneratedCodeJobsOutcome ListGeneratedCodeJobs(const Model::ListGeneratedCodeJobsRequest& request) const; /** * A Callable wrapper for ListGeneratedCodeJobs that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListGeneratedCodeJobsOutcomeCallable ListGeneratedCodeJobsCallable(const ListGeneratedCodeJobsRequestT& request) const { return SubmitCallable(&GameSparksClient::ListGeneratedCodeJobs, request); } /** * An Async wrapper for ListGeneratedCodeJobs that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListGeneratedCodeJobsAsync(const ListGeneratedCodeJobsRequestT& request, const ListGeneratedCodeJobsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListGeneratedCodeJobs, request, handler, context); } /** *

Gets a paginated list of snapshot summaries from the game.

See * Also:

AWS * API Reference

*/ virtual Model::ListSnapshotsOutcome ListSnapshots(const Model::ListSnapshotsRequest& request) const; /** * A Callable wrapper for ListSnapshots that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListSnapshotsOutcomeCallable ListSnapshotsCallable(const ListSnapshotsRequestT& request) const { return SubmitCallable(&GameSparksClient::ListSnapshots, request); } /** * An Async wrapper for ListSnapshots that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListSnapshotsAsync(const ListSnapshotsRequestT& request, const ListSnapshotsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListSnapshots, request, handler, context); } /** *

Gets a paginated list of stage deployment summaries from the * game.

See Also:

AWS * API Reference

*/ virtual Model::ListStageDeploymentsOutcome ListStageDeployments(const Model::ListStageDeploymentsRequest& request) const; /** * A Callable wrapper for ListStageDeployments that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListStageDeploymentsOutcomeCallable ListStageDeploymentsCallable(const ListStageDeploymentsRequestT& request) const { return SubmitCallable(&GameSparksClient::ListStageDeployments, request); } /** * An Async wrapper for ListStageDeployments that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListStageDeploymentsAsync(const ListStageDeploymentsRequestT& request, const ListStageDeploymentsResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListStageDeployments, request, handler, context); } /** *

Gets a paginated list of stage summaries from the game.

See * Also:

AWS * API Reference

*/ virtual Model::ListStagesOutcome ListStages(const Model::ListStagesRequest& request) const; /** * A Callable wrapper for ListStages that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListStagesOutcomeCallable ListStagesCallable(const ListStagesRequestT& request) const { return SubmitCallable(&GameSparksClient::ListStages, request); } /** * An Async wrapper for ListStages that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListStagesAsync(const ListStagesRequestT& request, const ListStagesResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListStages, request, handler, context); } /** *

Lists the tags associated with a GameSparks resource.

See * Also:

AWS * API Reference

*/ virtual Model::ListTagsForResourceOutcome ListTagsForResource(const Model::ListTagsForResourceRequest& request) const; /** * A Callable wrapper for ListTagsForResource that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::ListTagsForResourceOutcomeCallable ListTagsForResourceCallable(const ListTagsForResourceRequestT& request) const { return SubmitCallable(&GameSparksClient::ListTagsForResource, request); } /** * An Async wrapper for ListTagsForResource that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void ListTagsForResourceAsync(const ListTagsForResourceRequestT& request, const ListTagsForResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::ListTagsForResource, request, handler, context); } /** *

Starts an asynchronous process that generates client code for system-defined * and custom messages. The resulting code is collected as a .zip file and uploaded * to a pre-signed Amazon S3 URL.

See Also:

AWS * API Reference

*/ virtual Model::StartGeneratedCodeJobOutcome StartGeneratedCodeJob(const Model::StartGeneratedCodeJobRequest& request) const; /** * A Callable wrapper for StartGeneratedCodeJob that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::StartGeneratedCodeJobOutcomeCallable StartGeneratedCodeJobCallable(const StartGeneratedCodeJobRequestT& request) const { return SubmitCallable(&GameSparksClient::StartGeneratedCodeJob, request); } /** * An Async wrapper for StartGeneratedCodeJob that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void StartGeneratedCodeJobAsync(const StartGeneratedCodeJobRequestT& request, const StartGeneratedCodeJobResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::StartGeneratedCodeJob, request, handler, context); } /** *

Deploys a snapshot to the stage and creates a new game runtime.

After * you call this operation, you can check the deployment status by using * GetStageDeployment.

If there are any players connected to * the previous game runtime, then both runtimes persist. Existing connections to * the previous runtime are maintained. When players disconnect and reconnect, they * connect to the new runtime. After there are no connections to the previous game * runtime, it is deleted.

See Also:

AWS * API Reference

*/ virtual Model::StartStageDeploymentOutcome StartStageDeployment(const Model::StartStageDeploymentRequest& request) const; /** * A Callable wrapper for StartStageDeployment that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::StartStageDeploymentOutcomeCallable StartStageDeploymentCallable(const StartStageDeploymentRequestT& request) const { return SubmitCallable(&GameSparksClient::StartStageDeployment, request); } /** * An Async wrapper for StartStageDeployment that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void StartStageDeploymentAsync(const StartStageDeploymentRequestT& request, const StartStageDeploymentResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::StartStageDeployment, request, handler, context); } /** *

Adds tags to a GameSparks resource.

See Also:

AWS * API Reference

*/ virtual Model::TagResourceOutcome TagResource(const Model::TagResourceRequest& request) const; /** * A Callable wrapper for TagResource that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::TagResourceOutcomeCallable TagResourceCallable(const TagResourceRequestT& request) const { return SubmitCallable(&GameSparksClient::TagResource, request); } /** * An Async wrapper for TagResource that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void TagResourceAsync(const TagResourceRequestT& request, const TagResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::TagResource, request, handler, context); } /** *

Removes tags from a GameSparks resource.

See Also:

AWS * API Reference

*/ virtual Model::UntagResourceOutcome UntagResource(const Model::UntagResourceRequest& request) const; /** * A Callable wrapper for UntagResource that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::UntagResourceOutcomeCallable UntagResourceCallable(const UntagResourceRequestT& request) const { return SubmitCallable(&GameSparksClient::UntagResource, request); } /** * An Async wrapper for UntagResource that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void UntagResourceAsync(const UntagResourceRequestT& request, const UntagResourceResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::UntagResource, request, handler, context); } /** *

Updates details of the game.

See Also:

AWS * API Reference

*/ virtual Model::UpdateGameOutcome UpdateGame(const Model::UpdateGameRequest& request) const; /** * A Callable wrapper for UpdateGame that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::UpdateGameOutcomeCallable UpdateGameCallable(const UpdateGameRequestT& request) const { return SubmitCallable(&GameSparksClient::UpdateGame, request); } /** * An Async wrapper for UpdateGame that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void UpdateGameAsync(const UpdateGameRequestT& request, const UpdateGameResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::UpdateGame, request, handler, context); } /** *

Updates one or more sections of the game configuration.

See * Also:

AWS * API Reference

*/ virtual Model::UpdateGameConfigurationOutcome UpdateGameConfiguration(const Model::UpdateGameConfigurationRequest& request) const; /** * A Callable wrapper for UpdateGameConfiguration that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::UpdateGameConfigurationOutcomeCallable UpdateGameConfigurationCallable(const UpdateGameConfigurationRequestT& request) const { return SubmitCallable(&GameSparksClient::UpdateGameConfiguration, request); } /** * An Async wrapper for UpdateGameConfiguration that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void UpdateGameConfigurationAsync(const UpdateGameConfigurationRequestT& request, const UpdateGameConfigurationResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::UpdateGameConfiguration, request, handler, context); } /** *

Updates the metadata of a GameSparks snapshot.

See Also:

AWS * API Reference

*/ virtual Model::UpdateSnapshotOutcome UpdateSnapshot(const Model::UpdateSnapshotRequest& request) const; /** * A Callable wrapper for UpdateSnapshot that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::UpdateSnapshotOutcomeCallable UpdateSnapshotCallable(const UpdateSnapshotRequestT& request) const { return SubmitCallable(&GameSparksClient::UpdateSnapshot, request); } /** * An Async wrapper for UpdateSnapshot that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void UpdateSnapshotAsync(const UpdateSnapshotRequestT& request, const UpdateSnapshotResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::UpdateSnapshot, request, handler, context); } /** *

Updates the metadata of a stage.

See Also:

AWS * API Reference

*/ virtual Model::UpdateStageOutcome UpdateStage(const Model::UpdateStageRequest& request) const; /** * A Callable wrapper for UpdateStage that returns a future to the operation so that it can be executed in parallel to other requests. */ template Model::UpdateStageOutcomeCallable UpdateStageCallable(const UpdateStageRequestT& request) const { return SubmitCallable(&GameSparksClient::UpdateStage, request); } /** * An Async wrapper for UpdateStage that queues the request into a thread executor and triggers associated callback when operation has finished. */ template void UpdateStageAsync(const UpdateStageRequestT& request, const UpdateStageResponseReceivedHandler& handler, const std::shared_ptr& context = nullptr) const { return SubmitAsync(&GameSparksClient::UpdateStage, request, handler, context); } void OverrideEndpoint(const Aws::String& endpoint); std::shared_ptr& accessEndpointProvider(); private: friend class Aws::Client::ClientWithAsyncTemplateMethods; void init(const GameSparksClientConfiguration& clientConfiguration); GameSparksClientConfiguration m_clientConfiguration; std::shared_ptr m_executor; std::shared_ptr m_endpointProvider; }; } // namespace GameSparks } // namespace Aws