/*
 * 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/GameLift_EXPORTS.h>
#include <string.h>

namespace Aws {
namespace GameLift {
namespace Server {
namespace Model {
enum class PlayerSessionStatus { NOT_SET, RESERVED, ACTIVE, COMPLETED, TIMEDOUT };

namespace PlayerSessionStatusMapper {
#ifdef GAMELIFT_USE_STD
inline AWS_GAMELIFT_API PlayerSessionStatus GetPlayerSessionStatusForName(const std::string &name) {
    if (name == "RESERVED") {
        return PlayerSessionStatus::RESERVED;
    }
    if (name == "ACTIVE") {
        return PlayerSessionStatus::ACTIVE;
    }
    if (name == "COMPLETED") {
        return PlayerSessionStatus::COMPLETED;
    }
    if (name == "TIMEDOUT") {
        return PlayerSessionStatus::TIMEDOUT;
    }
    return PlayerSessionStatus::NOT_SET;
}
inline AWS_GAMELIFT_API std::string GetNameForPlayerSessionStatus(PlayerSessionStatus value) {
    switch (value) {
    case PlayerSessionStatus::RESERVED:
        return "RESERVED";
    case PlayerSessionStatus::ACTIVE:
        return "ACTIVE";
    case PlayerSessionStatus::COMPLETED:
        return "COMPLETED";
    case PlayerSessionStatus::TIMEDOUT:
        return "TIMEDOUT";
    default:
        return "NOT_SET";
    }
}
#else
inline AWS_GAMELIFT_API PlayerSessionStatus GetPlayerSessionStatusForName(const char *name) {
    if (strcmp(name, "RESERVED") == 0) {
        return PlayerSessionStatus::RESERVED;
    }
    if (strcmp(name, "ACTIVE") == 0) {
        return PlayerSessionStatus::ACTIVE;
    }
    if (strcmp(name, "COMPLETED") == 0) {
        return PlayerSessionStatus::COMPLETED;
    }
    if (strcmp(name, "TIMEDOUT") == 0) {
        return PlayerSessionStatus::TIMEDOUT;
    }
    return PlayerSessionStatus::NOT_SET;
}
inline AWS_GAMELIFT_API const char *GetNameForPlayerSessionStatus(PlayerSessionStatus value) {
    switch (value) {
    case PlayerSessionStatus::RESERVED:
        return "RESERVED";
    case PlayerSessionStatus::ACTIVE:
        return "ACTIVE";
    case PlayerSessionStatus::COMPLETED:
        return "COMPLETED";
    case PlayerSessionStatus::TIMEDOUT:
        return "TIMEDOUT";
    default:
        return "NOT_SET";
    }
}
#endif
} // namespace PlayerSessionStatusMapper
} // namespace Model
} // namespace Server
} // namespace GameLift
} // namespace Aws
