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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/DesiredPlayerSession.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/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Player information for use when creating player sessions using a game session
* placement request with <a>StartGameSessionPlacement</a>.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API DesiredPlayerSession
{
public:
DesiredPlayerSession();
DesiredPlayerSession(Aws::Utils::Json::JsonView jsonValue);
DesiredPlayerSession& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline DesiredPlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline DesiredPlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player to associate with the player session.</p>
*/
inline DesiredPlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
/**
* <p>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.</p>
*/
inline const Aws::String& GetPlayerData() const{ return m_playerData; }
/**
* <p>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.</p>
*/
inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; }
/**
* <p>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.</p>
*/
inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); }
/**
* <p>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.</p>
*/
inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); }
/**
* <p>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.</p>
*/
inline DesiredPlayerSession& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;}
/**
* <p>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.</p>
*/
inline DesiredPlayerSession& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
inline DesiredPlayerSession& WithPlayerData(const char* value) { SetPlayerData(value); return *this;}
private:
Aws::String m_playerId;
bool m_playerIdHasBeenSet;
Aws::String m_playerData;
bool m_playerDataHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws