383 lines
19 KiB
C++
383 lines
19 KiB
C++
/**
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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/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/Player.h>
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#include <utility>
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namespace Aws
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{
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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>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfillInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API StartMatchBackfillRequest : public GameLiftRequest
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{
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public:
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StartMatchBackfillRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "StartMatchBackfill"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline const Aws::String& GetTicketId() const{ return m_ticketId; }
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline StartMatchBackfillRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline StartMatchBackfillRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline StartMatchBackfillRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;}
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline StartMatchBackfillRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline StartMatchBackfillRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline StartMatchBackfillRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;}
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; }
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; }
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; }
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); }
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); }
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline StartMatchBackfillRequest& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;}
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline StartMatchBackfillRequest& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;}
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/**
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* <p>Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a game session and uniquely identifies it. This is the same
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* as the game session ID.</p>
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*/
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inline StartMatchBackfillRequest& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;}
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline const Aws::Vector<Player>& GetPlayers() const{ return m_players; }
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; }
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline void SetPlayers(const Aws::Vector<Player>& value) { m_playersHasBeenSet = true; m_players = value; }
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline void SetPlayers(Aws::Vector<Player>&& value) { m_playersHasBeenSet = true; m_players = std::move(value); }
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline StartMatchBackfillRequest& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline StartMatchBackfillRequest& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline StartMatchBackfillRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <ul> <li> <p>PlayerID, PlayerAttributes, Team
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* -\\- This information is maintained in the <a>GameSession</a> object,
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* <code>MatchmakerData</code> property, for all players who are currently assigned
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* to the game session. The matchmaker data is in JSON syntax, formatted as a
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* string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data">
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* Match Data</a>. </p> </li> <li> <p>LatencyInMs -\\- If the matchmaker uses
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* player latency, include a latency value, in milliseconds, for the Region that
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* the game session is currently in. Do not include latency values for any other
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* Region.</p> </li> </ul>
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*/
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inline StartMatchBackfillRequest& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; }
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private:
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Aws::String m_ticketId;
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bool m_ticketIdHasBeenSet;
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Aws::String m_configurationName;
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bool m_configurationNameHasBeenSet;
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Aws::String m_gameSessionArn;
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bool m_gameSessionArnHasBeenSet;
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Aws::Vector<Player> m_players;
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bool m_playersHasBeenSet;
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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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