/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for the game session to add a player to.
*/ inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; } /** *A unique identifier for the game session to add a player to.
*/ inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; } /** *A unique identifier for the game session to add a player to.
*/ inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; } /** *A unique identifier for the game session to add a player to.
*/ inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); } /** *A unique identifier for the game session to add a player to.
*/ inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); } /** *A unique identifier for the game session to add a player to.
*/ inline CreatePlayerSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;} /** *A unique identifier for the game session to add a player to.
*/ inline CreatePlayerSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;} /** *A unique identifier for the game session to add a player to.
*/ inline CreatePlayerSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;} /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline CreatePlayerSessionRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline CreatePlayerSessionRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *A unique identifier for a player. Player IDs are developer-defined.
*/ inline CreatePlayerSessionRequest& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline const Aws::String& GetPlayerData() const{ return m_playerData; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); } /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline CreatePlayerSessionRequest& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline CreatePlayerSessionRequest& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;} /** *Developer-defined information related to a player. Amazon GameLift does not * use this data, so it can be formatted as needed for use in the game.
*/ inline CreatePlayerSessionRequest& WithPlayerData(const char* value) { SetPlayerData(value); return *this;} private: Aws::String m_gameSessionId; bool m_gameSessionIdHasBeenSet; Aws::String m_playerId; bool m_playerIdHasBeenSet; Aws::String m_playerData; bool m_playerDataHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws