Lesson 35 - Get Compute Auth Token Working
This commit is contained in:
@@ -0,0 +1,103 @@
|
||||
/**
|
||||
* 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 <aws/core/utils/memory/stl/AWSVector.h>
|
||||
#include <aws/gamelift/model/Player.h>
|
||||
#include <utility>
|
||||
|
||||
namespace Aws
|
||||
{
|
||||
namespace GameLift
|
||||
{
|
||||
namespace Model
|
||||
{
|
||||
|
||||
/**
|
||||
*/
|
||||
class StartMatchmakingRequest : public GameLiftRequest
|
||||
{
|
||||
public:
|
||||
AWS_GAMELIFT_API StartMatchmakingRequest();
|
||||
|
||||
// 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 "StartMatchmaking"; }
|
||||
|
||||
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
|
||||
|
||||
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
|
||||
|
||||
|
||||
///@{
|
||||
/**
|
||||
* <p>A unique identifier for a matchmaking ticket. If no ticket ID is specified
|
||||
* here, Amazon GameLift will generate one in the form of a UUID. Use this
|
||||
* identifier to track the matchmaking ticket status and retrieve match
|
||||
* results.</p>
|
||||
*/
|
||||
inline const Aws::String& GetTicketId() const{ return m_ticketId; }
|
||||
inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; }
|
||||
inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; }
|
||||
inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); }
|
||||
inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); }
|
||||
inline StartMatchmakingRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
|
||||
inline StartMatchmakingRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
|
||||
inline StartMatchmakingRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;}
|
||||
///@}
|
||||
|
||||
///@{
|
||||
/**
|
||||
* <p>Name of the matchmaking configuration to use for this request. Matchmaking
|
||||
* configurations must exist in the same Region as this request. You can use either
|
||||
* the configuration name or ARN value.</p>
|
||||
*/
|
||||
inline const Aws::String& GetConfigurationName() const{ return m_configurationName; }
|
||||
inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; }
|
||||
inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; }
|
||||
inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); }
|
||||
inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); }
|
||||
inline StartMatchmakingRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
|
||||
inline StartMatchmakingRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
|
||||
inline StartMatchmakingRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;}
|
||||
///@}
|
||||
|
||||
///@{
|
||||
/**
|
||||
* <p>Information on each player to be matched. This information must include a
|
||||
* player ID, and may contain player attributes and latency data to be used in the
|
||||
* matchmaking process. After a successful match, <code>Player</code> objects
|
||||
* contain the name of the team the player is assigned to.</p> <p>You can include
|
||||
* up to 10 <code>Players</code> in a <code>StartMatchmaking</code> request.</p>
|
||||
*/
|
||||
inline const Aws::Vector<Player>& GetPlayers() const{ return m_players; }
|
||||
inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; }
|
||||
inline void SetPlayers(const Aws::Vector<Player>& value) { m_playersHasBeenSet = true; m_players = value; }
|
||||
inline void SetPlayers(Aws::Vector<Player>&& value) { m_playersHasBeenSet = true; m_players = std::move(value); }
|
||||
inline StartMatchmakingRequest& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
|
||||
inline StartMatchmakingRequest& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
|
||||
inline StartMatchmakingRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
|
||||
inline StartMatchmakingRequest& AddPlayers(Player&& value) { m_playersHasBeenSet = true; m_players.push_back(std::move(value)); return *this; }
|
||||
///@}
|
||||
private:
|
||||
|
||||
Aws::String m_ticketId;
|
||||
bool m_ticketIdHasBeenSet = false;
|
||||
|
||||
Aws::String m_configurationName;
|
||||
bool m_configurationNameHasBeenSet = false;
|
||||
|
||||
Aws::Vector<Player> m_players;
|
||||
bool m_playersHasBeenSet = false;
|
||||
};
|
||||
|
||||
} // namespace Model
|
||||
} // namespace GameLift
|
||||
} // namespace Aws
|
||||
Reference in New Issue
Block a user