104 lines
5.1 KiB
C++
104 lines
5.1 KiB
C++
/**
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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 StartMatchmakingRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API StartMatchmakingRequest();
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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 "StartMatchmaking"; }
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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 matchmaking 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 StartMatchmakingRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;}
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inline StartMatchmakingRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;}
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inline StartMatchmakingRequest& 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 matchmaking configuration to use for this request. Matchmaking
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* configurations must exist in the same Region as this request. You can use either
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* the configuration name or ARN value.</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 StartMatchmakingRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;}
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inline StartMatchmakingRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;}
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inline StartMatchmakingRequest& 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>Information on each player to be matched. This information must include a
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* player ID, and may contain player attributes and latency data to be used in the
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* matchmaking process. After a successful match, <code>Player</code> objects
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* contain the name of the team the player is assigned to.</p> <p>You can include
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* up to 10 <code>Players</code> in a <code>StartMatchmaking</code> request.</p>
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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 StartMatchmakingRequest& WithPlayers(const Aws::Vector<Player>& value) { SetPlayers(value); return *this;}
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inline StartMatchmakingRequest& WithPlayers(Aws::Vector<Player>&& value) { SetPlayers(std::move(value)); return *this;}
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inline StartMatchmakingRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; }
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inline StartMatchmakingRequest& 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::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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