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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 <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class CreatePlayerSessionRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API CreatePlayerSessionRequest();
// 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 "CreatePlayerSession"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the game session to add a player to.</p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
inline CreatePlayerSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
inline CreatePlayerSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
inline CreatePlayerSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
///@}
///@{
/**
* <p>A unique identifier for a player. Player IDs are developer-defined.</p>
*/
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
inline CreatePlayerSessionRequest& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
inline CreatePlayerSessionRequest& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
inline CreatePlayerSessionRequest& 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; }
inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
inline void SetPlayerData(const Aws::String& value) { m_playerDataHasBeenSet = true; m_playerData = value; }
inline void SetPlayerData(Aws::String&& value) { m_playerDataHasBeenSet = true; m_playerData = std::move(value); }
inline void SetPlayerData(const char* value) { m_playerDataHasBeenSet = true; m_playerData.assign(value); }
inline CreatePlayerSessionRequest& WithPlayerData(const Aws::String& value) { SetPlayerData(value); return *this;}
inline CreatePlayerSessionRequest& WithPlayerData(Aws::String&& value) { SetPlayerData(std::move(value)); return *this;}
inline CreatePlayerSessionRequest& WithPlayerData(const char* value) { SetPlayerData(value); return *this;}
///@}
private:
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet = false;
Aws::String m_playerId;
bool m_playerIdHasBeenSet = false;
Aws::String m_playerData;
bool m_playerDataHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws