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 <aws/core/utils/memory/stl/AWSMap.h>
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#include <aws/gamelift/model/AttributeValue.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 player in matchmaking. When starting a matchmaking request, a
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* player has a player ID, attributes, and may have latency data. Team information
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* is added after a match has been successfully completed.</p><p><h3>See Also:</h3>
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* <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player">AWS
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* API Reference</a></p>
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*/
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class Player
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{
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public:
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AWS_GAMELIFT_API Player();
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AWS_GAMELIFT_API Player(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Player& 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 Player& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
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inline Player& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
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inline Player& 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 collection of key:value pairs containing player information for use in
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* matchmaking. Player attribute keys must match the <i>playerAttributes</i> used
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* in a matchmaking rule set. Example: <code>"PlayerAttributes": {"skill": {"N":
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* "23"}, "gameMode": {"S": "deathmatch"}}</code>.</p> <p>You can provide up to 10
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* <code>PlayerAttributes</code>.</p>
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*/
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inline const Aws::Map<Aws::String, AttributeValue>& GetPlayerAttributes() const{ return m_playerAttributes; }
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inline bool PlayerAttributesHasBeenSet() const { return m_playerAttributesHasBeenSet; }
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inline void SetPlayerAttributes(const Aws::Map<Aws::String, AttributeValue>& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes = value; }
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inline void SetPlayerAttributes(Aws::Map<Aws::String, AttributeValue>&& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes = std::move(value); }
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inline Player& WithPlayerAttributes(const Aws::Map<Aws::String, AttributeValue>& value) { SetPlayerAttributes(value); return *this;}
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inline Player& WithPlayerAttributes(Aws::Map<Aws::String, AttributeValue>&& value) { SetPlayerAttributes(std::move(value)); return *this;}
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inline Player& AddPlayerAttributes(const Aws::String& key, const AttributeValue& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(key, value); return *this; }
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inline Player& AddPlayerAttributes(Aws::String&& key, const AttributeValue& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(std::move(key), value); return *this; }
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inline Player& AddPlayerAttributes(const Aws::String& key, AttributeValue&& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(key, std::move(value)); return *this; }
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inline Player& AddPlayerAttributes(Aws::String&& key, AttributeValue&& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(std::move(key), std::move(value)); return *this; }
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inline Player& AddPlayerAttributes(const char* key, AttributeValue&& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(key, std::move(value)); return *this; }
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inline Player& AddPlayerAttributes(const char* key, const AttributeValue& value) { m_playerAttributesHasBeenSet = true; m_playerAttributes.emplace(key, value); return *this; }
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///@}
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///@{
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/**
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* <p>Name of the team that the player is assigned to in a match. Team names are
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* defined in a matchmaking rule set.</p>
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*/
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inline const Aws::String& GetTeam() const{ return m_team; }
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inline bool TeamHasBeenSet() const { return m_teamHasBeenSet; }
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inline void SetTeam(const Aws::String& value) { m_teamHasBeenSet = true; m_team = value; }
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inline void SetTeam(Aws::String&& value) { m_teamHasBeenSet = true; m_team = std::move(value); }
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inline void SetTeam(const char* value) { m_teamHasBeenSet = true; m_team.assign(value); }
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inline Player& WithTeam(const Aws::String& value) { SetTeam(value); return *this;}
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inline Player& WithTeam(Aws::String&& value) { SetTeam(std::move(value)); return *this;}
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inline Player& WithTeam(const char* value) { SetTeam(value); return *this;}
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///@}
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///@{
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/**
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* <p>A set of values, expressed in milliseconds, that indicates the amount of
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* latency that a player experiences when connected to @aws; Regions. If this
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* property is present, FlexMatch considers placing the match only in Regions for
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* which latency is reported. </p> <p>If a matchmaker has a rule that evaluates
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* player latency, players must report latency in order to be matched. If no
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* latency is reported in this scenario, FlexMatch assumes that no Regions are
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* available to the player and the ticket is not matchable. </p>
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*/
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inline const Aws::Map<Aws::String, int>& GetLatencyInMs() const{ return m_latencyInMs; }
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inline bool LatencyInMsHasBeenSet() const { return m_latencyInMsHasBeenSet; }
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inline void SetLatencyInMs(const Aws::Map<Aws::String, int>& value) { m_latencyInMsHasBeenSet = true; m_latencyInMs = value; }
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inline void SetLatencyInMs(Aws::Map<Aws::String, int>&& value) { m_latencyInMsHasBeenSet = true; m_latencyInMs = std::move(value); }
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inline Player& WithLatencyInMs(const Aws::Map<Aws::String, int>& value) { SetLatencyInMs(value); return *this;}
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inline Player& WithLatencyInMs(Aws::Map<Aws::String, int>&& value) { SetLatencyInMs(std::move(value)); return *this;}
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inline Player& AddLatencyInMs(const Aws::String& key, int value) { m_latencyInMsHasBeenSet = true; m_latencyInMs.emplace(key, value); return *this; }
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inline Player& AddLatencyInMs(Aws::String&& key, int value) { m_latencyInMsHasBeenSet = true; m_latencyInMs.emplace(std::move(key), value); return *this; }
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inline Player& AddLatencyInMs(const char* key, int value) { m_latencyInMsHasBeenSet = true; m_latencyInMs.emplace(key, 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::Map<Aws::String, AttributeValue> m_playerAttributes;
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bool m_playerAttributesHasBeenSet = false;
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Aws::String m_team;
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bool m_teamHasBeenSet = false;
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Aws::Map<Aws::String, int> m_latencyInMs;
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bool m_latencyInMsHasBeenSet = 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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