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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/AcceptMatchRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/AcceptanceType.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/AcceptMatchInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API AcceptMatchRequest : public GameLiftRequest
{
public:
AcceptMatchRequest();
// 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 "AcceptMatch"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline const Aws::String& GetTicketId() const{ return m_ticketId; }
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline AcceptMatchRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline AcceptMatchRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket. The ticket must be in status
* <code>REQUIRES_ACCEPTANCE</code>; otherwise this request will fail.</p>
*/
inline AcceptMatchRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;}
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline const Aws::Vector<Aws::String>& GetPlayerIds() const{ return m_playerIds; }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline bool PlayerIdsHasBeenSet() const { return m_playerIdsHasBeenSet; }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline void SetPlayerIds(const Aws::Vector<Aws::String>& value) { m_playerIdsHasBeenSet = true; m_playerIds = value; }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline void SetPlayerIds(Aws::Vector<Aws::String>&& value) { m_playerIdsHasBeenSet = true; m_playerIds = std::move(value); }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline AcceptMatchRequest& WithPlayerIds(const Aws::Vector<Aws::String>& value) { SetPlayerIds(value); return *this;}
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline AcceptMatchRequest& WithPlayerIds(Aws::Vector<Aws::String>&& value) { SetPlayerIds(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline AcceptMatchRequest& AddPlayerIds(const Aws::String& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline AcceptMatchRequest& AddPlayerIds(Aws::String&& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(std::move(value)); return *this; }
/**
* <p>A unique identifier for a player delivering the response. This parameter can
* include one or multiple player IDs.</p>
*/
inline AcceptMatchRequest& AddPlayerIds(const char* value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
/**
* <p>Player response to the proposed match.</p>
*/
inline const AcceptanceType& GetAcceptanceType() const{ return m_acceptanceType; }
/**
* <p>Player response to the proposed match.</p>
*/
inline bool AcceptanceTypeHasBeenSet() const { return m_acceptanceTypeHasBeenSet; }
/**
* <p>Player response to the proposed match.</p>
*/
inline void SetAcceptanceType(const AcceptanceType& value) { m_acceptanceTypeHasBeenSet = true; m_acceptanceType = value; }
/**
* <p>Player response to the proposed match.</p>
*/
inline void SetAcceptanceType(AcceptanceType&& value) { m_acceptanceTypeHasBeenSet = true; m_acceptanceType = std::move(value); }
/**
* <p>Player response to the proposed match.</p>
*/
inline AcceptMatchRequest& WithAcceptanceType(const AcceptanceType& value) { SetAcceptanceType(value); return *this;}
/**
* <p>Player response to the proposed match.</p>
*/
inline AcceptMatchRequest& WithAcceptanceType(AcceptanceType&& value) { SetAcceptanceType(std::move(value)); return *this;}
private:
Aws::String m_ticketId;
bool m_ticketIdHasBeenSet;
Aws::Vector<Aws::String> m_playerIds;
bool m_playerIdsHasBeenSet;
AcceptanceType m_acceptanceType;
bool m_acceptanceTypeHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws