Lesson 35 - Get Compute Auth Token Working
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/**
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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/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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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 a new player session that is created as a result of a successful
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* FlexMatch match. A successful match automatically creates new player sessions
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* for every player ID in the original matchmaking request. </p> <p>When players
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* connect to the match's game session, they must include both player ID and player
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* session ID in order to claim their assigned player slot.</p><p><h3>See
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* Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession">AWS
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* API Reference</a></p>
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*/
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class MatchedPlayerSession
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{
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public:
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AWS_GAMELIFT_API MatchedPlayerSession();
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AWS_GAMELIFT_API MatchedPlayerSession(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API MatchedPlayerSession& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>A unique identifier for a player </p>
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*/
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inline const Aws::String& GetPlayerId() const{ return m_playerId; }
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inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
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inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
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inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
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inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
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inline MatchedPlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
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inline MatchedPlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
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inline MatchedPlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A unique identifier for a player session</p>
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*/
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inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; }
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inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; }
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inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; }
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inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); }
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inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); }
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inline MatchedPlayerSession& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;}
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inline MatchedPlayerSession& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;}
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inline MatchedPlayerSession& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;}
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///@}
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private:
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Aws::String m_playerId;
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bool m_playerIdHasBeenSet = false;
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Aws::String m_playerSessionId;
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bool m_playerSessionIdHasBeenSet = false;
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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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