261 lines
12 KiB
C
261 lines
12 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/core/utils/memory/stl/AWSMap.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API CreatePlayerSessionsRequest : public GameLiftRequest
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{
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public:
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CreatePlayerSessionsRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreatePlayerSessions"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline CreatePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline CreatePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for the game session to add players to.</p>
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*/
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inline CreatePlayerSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline const Aws::Vector<Aws::String>& GetPlayerIds() const{ return m_playerIds; }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline bool PlayerIdsHasBeenSet() const { return m_playerIdsHasBeenSet; }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline void SetPlayerIds(const Aws::Vector<Aws::String>& value) { m_playerIdsHasBeenSet = true; m_playerIds = value; }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline void SetPlayerIds(Aws::Vector<Aws::String>&& value) { m_playerIdsHasBeenSet = true; m_playerIds = std::move(value); }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline CreatePlayerSessionsRequest& WithPlayerIds(const Aws::Vector<Aws::String>& value) { SetPlayerIds(value); return *this;}
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline CreatePlayerSessionsRequest& WithPlayerIds(Aws::Vector<Aws::String>&& value) { SetPlayerIds(std::move(value)); return *this;}
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerIds(const Aws::String& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerIds(Aws::String&& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(std::move(value)); return *this; }
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/**
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* <p>List of unique identifiers for the players to be added.</p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerIds(const char* value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline const Aws::Map<Aws::String, Aws::String>& GetPlayerDataMap() const{ return m_playerDataMap; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline bool PlayerDataMapHasBeenSet() const { return m_playerDataMapHasBeenSet; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline void SetPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = value; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline void SetPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = std::move(value); }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& WithPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { SetPlayerDataMap(value); return *this;}
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& WithPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { SetPlayerDataMap(std::move(value)); return *this;}
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), std::move(value)); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
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/**
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* <p>Map of string pairs, each specifying a player ID and a set of
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* developer-defined information related to the player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game. Player data
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* strings for player IDs not included in the <code>PlayerIds</code> parameter are
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* ignored. </p>
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*/
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inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
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private:
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Aws::String m_gameSessionId;
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bool m_gameSessionIdHasBeenSet;
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Aws::Vector<Aws::String> m_playerIds;
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bool m_playerIdsHasBeenSet;
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Aws::Map<Aws::String, Aws::String> m_playerDataMap;
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bool m_playerDataMapHasBeenSet;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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