/*
 * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
 * its licensors.
 *
 * For complete copyright and license terms please see the LICENSE at the root of this
 * distribution (the "License"). All use of this software is governed by the License,
 * or, if provided, by the license below or the license accompanying this file. Do not
 * remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *
 */

#pragma once

#include <aws/gamelift/common/Outcome.h>
#include <aws/gamelift/internal/model/Message.h>
#include <aws/gamelift/internal/network/IGameLiftMessageHandler.h>

namespace Aws {
namespace GameLift {
namespace Internal {

/**
 * Class representing a default callback for CreateGameSession (action)
 */
class CreateGameSessionCallback {
public:
    // Constructors
    CreateGameSessionCallback(IGameLiftMessageHandler *gameLiftMessageHandler) : m_gameLiftMessageHandler(gameLiftMessageHandler){};

    ~CreateGameSessionCallback() = default;

    // Methods

    /**
     * Callback to trigger on websocket "CreateGameSession" action
     * @param data
     * @return
     */
    GenericOutcome OnStartGameSession(const std::string &data);

    // Constants
    static constexpr const char *CREATE_GAME_SESSION = "CreateGameSession";

private:
    IGameLiftMessageHandler *m_gameLiftMessageHandler;
};
} // namespace Internal
} // namespace GameLift
} // namespace Aws
