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/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/Player.h>
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#include <utility>
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namespace Aws
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{
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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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*/
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class StartMatchBackfillRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API StartMatchBackfillRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "StartMatchBackfill"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
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* here, Amazon GameLift will generate one in the form of a UUID. Use this
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* identifier to track the match backfill ticket status and retrieve match
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* results.</p>
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*/
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inline const Aws::String& GetTicketId() const{ return m_ticketId; }
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inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
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inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
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inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
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inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
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inline StartMatchBackfillRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
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inline StartMatchBackfillRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
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inline StartMatchBackfillRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;}
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///@}
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///@{
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/**
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* <p>Name of the matchmaker to use for this request. You can use either the
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* configuration name or ARN value. The ARN of the matchmaker that was used with
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* the original game session is listed in the <code>GameSession</code> object,
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* <code>MatchmakerData</code> property.</p>
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*/
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inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
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inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
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inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
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inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
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inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
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inline StartMatchBackfillRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
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inline StartMatchBackfillRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
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inline StartMatchBackfillRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;}
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///@}
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///@{
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/**
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* <p>A unique identifier for the game session. Use the game session ID. When using
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* FlexMatch as a standalone matchmaking solution, this parameter is not needed.
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* </p>
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*/
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inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; }
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inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; }
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inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; }
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inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); }
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inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); }
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inline StartMatchBackfillRequest& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;}
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inline StartMatchBackfillRequest& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;}
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inline StartMatchBackfillRequest& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;}
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///@}
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///@{
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/**
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* <p>Match information on all players that are currently assigned to the game
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* session. This information is used by the matchmaker to find new players and add
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* them to the existing game.</p> <p>You can include up to 199 <code>Players</code>
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* in a <code>StartMatchBackfill</code> request.</p> <ul> <li> <p>PlayerID,
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* PlayerAttributes, Team -- This information is maintained in the
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* <code>GameSession</code> object, <code>MatchmakerData</code> property, for all
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* players who are currently assigned to the game session. The matchmaker data is
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* in JSON syntax, formatted as a string. For more details, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">
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* Match Data</a>. </p> <p>The backfill request must specify the team membership
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* for every player. Do not specify team if you are not using backfill.</p> </li>
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* <li> <p>LatencyInMs -- If the matchmaker uses player latency, include a latency
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* value, in milliseconds, for the Region that the game session is currently in. Do
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* not include latency values for any other Region.</p> </li> </ul>
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*/
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inline const Aws::Vector<Player>& GetPlayers() const{ return m_players; }
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inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; }
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inline void SetPlayers(const Aws::Vector<Player>& value) { m_playersHasBeenSet = true; m_players = value; }
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inline void SetPlayers(Aws::Vector<Player>&& value) { m_playersHasBeenSet = true; m_players = std::move(value); }
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inline StartMatchBackfillRequest& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
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inline StartMatchBackfillRequest& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
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inline StartMatchBackfillRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
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inline StartMatchBackfillRequest& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; }
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///@}
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private:
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Aws::String m_ticketId;
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bool m_ticketIdHasBeenSet = false;
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Aws::String m_configurationName;
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bool m_configurationNameHasBeenSet = false;
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Aws::String m_gameSessionArn;
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bool m_gameSessionArnHasBeenSet = false;
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Aws::Vector<Player> m_players;
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bool m_playersHasBeenSet = 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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