Lesson 35 - Get Compute Auth Token Working

This commit is contained in:
Norman Lansing
2026-02-28 12:32:28 -05:00
parent 1d477ee42a
commit 4fde462bce
7743 changed files with 1397833 additions and 18 deletions

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