143 lines
5.0 KiB
C
143 lines
5.0 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/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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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>Player information for use when creating player sessions using a game session
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* placement request with <a>StartGameSessionPlacement</a>.</p><p><h3>See
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* Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API DesiredPlayerSession
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{
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public:
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DesiredPlayerSession();
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DesiredPlayerSession(Aws::Utils::Json::JsonView jsonValue);
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DesiredPlayerSession& operator=(Aws::Utils::Json::JsonView jsonValue);
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Aws::Utils::Json::JsonValue Jsonize() const;
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline const Aws::String& GetPlayerId() const{ return m_playerId; }
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline DesiredPlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline DesiredPlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a player to associate with the player session.</p>
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*/
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inline DesiredPlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline const Aws::String& GetPlayerData() const{ return m_playerData; }
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; }
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); }
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); }
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline DesiredPlayerSession& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;}
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline DesiredPlayerSession& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;}
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/**
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* <p>Developer-defined information related to a player. Amazon GameLift does not
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* use this data, so it can be formatted as needed for use in the game.</p>
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*/
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inline DesiredPlayerSession& WithPlayerData(const char* value) { SetPlayerData(value); return *this;}
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private:
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Aws::String m_playerId;
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bool m_playerIdHasBeenSet;
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Aws::String m_playerData;
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bool m_playerDataHasBeenSet;
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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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