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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/StartMatchmakingRequest.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/Player.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/StartMatchmakingInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API StartMatchmakingRequest : public GameLiftRequest
{
public:
StartMatchmakingRequest();
// 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 "StartMatchmaking"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline const Aws::String& GetTicketId() const{ return m_ticketId; }
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline StartMatchmakingRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline StartMatchmakingRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
* here, Amazon GameLift will generate one in the form of a UUID. Use this
* identifier to track the matchmaking ticket status and retrieve match
* results.</p>
*/
inline StartMatchmakingRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;}
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline StartMatchmakingRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline StartMatchmakingRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
/**
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
* configurations must exist in the same Region as this request. You can use either
* the configuration name or ARN value.</p>
*/
inline StartMatchmakingRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;}
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline const Aws::Vector<Player>& GetPlayers() const{ return m_players; }
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; }
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline void SetPlayers(const Aws::Vector<Player>& value) { m_playersHasBeenSet = true; m_players = value; }
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline void SetPlayers(Aws::Vector<Player>&& value) { m_playersHasBeenSet = true; m_players = std::move(value); }
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline StartMatchmakingRequest& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline StartMatchmakingRequest& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline StartMatchmakingRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
/**
* <p>Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, <code>Player</code> objects
* contain the name of the team the player is assigned to.</p>
*/
inline StartMatchmakingRequest& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; }
private:
Aws::String m_ticketId;
bool m_ticketIdHasBeenSet;
Aws::String m_configurationName;
bool m_configurationNameHasBeenSet;
Aws::Vector<Player> m_players;
bool m_playersHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws