text: ﻿/*
  * Copyright 2010-2017 Amazon.com, Inc. or its affiliates. All Rights Reserved.
  *
  * Licensed under the Apache License, Version 2.0 (the "License").
  * You may not use this file except in compliance with the License.
  * A copy of the License is located at
  *
  *  http://aws.amazon.com/apache2.0
  *
  * or in the "license" file accompanying this file. This file is distributed
  * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
  * express or implied. See the License for the specific language governing
  * permissions and limitations under the License.
  */
  
  #pragma once
  #include <aws/gamelift/GameLift_EXPORTS.h>
  #include <aws/gamelift/GameLiftRequest.h>
  #include <aws/core/utils/memory/stl/AWSString.h>
  #include <utility>
  
  namespace Aws
  {
  namespace GameLift
  {
  namespace Model
  {
  
    /**
     * <p>Represents the input for a request action.</p><p><h3>See Also:</h3>   <a
     * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput">AWS
     * API Reference</a></p>
     */
    class AWS_GAMELIFT_API DescribeGameSessionsRequest : public GameLiftRequest
    {
    public:
      DescribeGameSessionsRequest();
  
      // 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 "DescribeGameSessions"; }
  
      Aws::String SerializePayload() const override;
  
      Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
  
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline const Aws::String& GetFleetId() const{ return m_fleetId; }
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline DescribeGameSessionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline DescribeGameSessionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
  
      /**
       * <p>Unique identifier for a fleet to retrieve all game sessions for.</p>
       */
      inline DescribeGameSessionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
  
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline DescribeGameSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline DescribeGameSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
  
      /**
       * <p>Unique identifier for the game session to retrieve. You can use either a
       * <code>GameSessionId</code> or <code>GameSessionArn</code> value. </p>
       */
      inline DescribeGameSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
  
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline const Aws::String& GetAliasId() const{ return m_aliasId; }
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; }
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; }
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); }
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); }
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline DescribeGameSessionsRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;}
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline DescribeGameSessionsRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;}
  
      /**
       * <p>Unique identifier for an alias associated with the fleet to retrieve all game
       * sessions for. </p>
       */
      inline DescribeGameSessionsRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;}
  
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline const Aws::String& GetStatusFilter() const{ return m_statusFilter; }
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline bool StatusFilterHasBeenSet() const { return m_statusFilterHasBeenSet; }
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline void SetStatusFilter(const Aws::String& value) { m_statusFilterHasBeenSet = true; m_statusFilter = value; }
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline void SetStatusFilter(Aws::String&& value) { m_statusFilterHasBeenSet = true; m_statusFilter = std::move(value); }
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline void SetStatusFilter(const char* value) { m_statusFilterHasBeenSet = true; m_statusFilter.assign(value); }
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline DescribeGameSessionsRequest& WithStatusFilter(const Aws::String& value) { SetStatusFilter(value); return *this;}
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline DescribeGameSessionsRequest& WithStatusFilter(Aws::String&& value) { SetStatusFilter(std::move(value)); return *this;}
  
      /**
       * <p>Game session status to filter results on. Possible game session statuses
       * include <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>,
       * and <code>TERMINATING</code> (the last two are transitory). </p>
       */
      inline DescribeGameSessionsRequest& WithStatusFilter(const char* value) { SetStatusFilter(value); return *this;}
  
  
      /**
       * <p>Maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages.</p>
       */
      inline int GetLimit() const{ return m_limit; }
  
      /**
       * <p>Maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages.</p>
       */
      inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
  
      /**
       * <p>Maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages.</p>
       */
      inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
  
      /**
       * <p>Maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages.</p>
       */
      inline DescribeGameSessionsRequest& WithLimit(int value) { SetLimit(value); return *this;}
  
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline const Aws::String& GetNextToken() const{ return m_nextToken; }
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
  
      /**
       * <p>Token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this action. To start at the
       * beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
  
    private:
  
      Aws::String m_fleetId;
      bool m_fleetIdHasBeenSet;
  
      Aws::String m_gameSessionId;
      bool m_gameSessionIdHasBeenSet;
  
      Aws::String m_aliasId;
      bool m_aliasIdHasBeenSet;
  
      Aws::String m_statusFilter;
      bool m_statusFilterHasBeenSet;
  
      int m_limit;
      bool m_limitHasBeenSet;
  
      Aws::String m_nextToken;
      bool m_nextTokenHasBeenSet;
    };
  
  } // namespace Model
  } // namespace GameLift
  } // namespace Aws
  