This repository has been archived on 2025-09-14. You can view files and clone it, but cannot push or open issues or pull requests.
Files
pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreatePlayerSessionsRequest.h

261 lines
12 KiB
C++

/**
* 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/core/utils/memory/stl/AWSMap.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/CreatePlayerSessionsInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API CreatePlayerSessionsRequest : public GameLiftRequest
{
public:
CreatePlayerSessionsRequest();
// 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 "CreatePlayerSessions"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline CreatePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline CreatePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p>A unique identifier for the game session to add players to.</p>
*/
inline CreatePlayerSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline const Aws::Vector<Aws::String>& GetPlayerIds() const{ return m_playerIds; }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline bool PlayerIdsHasBeenSet() const { return m_playerIdsHasBeenSet; }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline void SetPlayerIds(const Aws::Vector<Aws::String>& value) { m_playerIdsHasBeenSet = true; m_playerIds = value; }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline void SetPlayerIds(Aws::Vector<Aws::String>&& value) { m_playerIdsHasBeenSet = true; m_playerIds = std::move(value); }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline CreatePlayerSessionsRequest& WithPlayerIds(const Aws::Vector<Aws::String>& value) { SetPlayerIds(value); return *this;}
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline CreatePlayerSessionsRequest& WithPlayerIds(Aws::Vector<Aws::String>&& value) { SetPlayerIds(std::move(value)); return *this;}
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline CreatePlayerSessionsRequest& AddPlayerIds(const Aws::String& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline CreatePlayerSessionsRequest& AddPlayerIds(Aws::String&& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(std::move(value)); return *this; }
/**
* <p>List of unique identifiers for the players to be added.</p>
*/
inline CreatePlayerSessionsRequest& AddPlayerIds(const char* value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline const Aws::Map<Aws::String, Aws::String>& GetPlayerDataMap() const{ return m_playerDataMap; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline bool PlayerDataMapHasBeenSet() const { return m_playerDataMapHasBeenSet; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline void SetPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = value; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline void SetPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = std::move(value); }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& WithPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { SetPlayerDataMap(value); return *this;}
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& WithPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { SetPlayerDataMap(std::move(value)); return *this;}
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), std::move(value)); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
/**
* <p>Map of string pairs, each specifying a player ID and a set of
* developer-defined information related to the player. Amazon GameLift does not
* use this data, so it can be formatted as needed for use in the game. Player data
* strings for player IDs not included in the <code>PlayerIds</code> parameter are
* ignored. </p>
*/
inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet;
Aws::Vector<Aws::String> m_playerIds;
bool m_playerIdsHasBeenSet;
Aws::Map<Aws::String, Aws::String> m_playerDataMap;
bool m_playerDataMapHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws