AWS SDK for C++

AWS SDK for C++ Version 1.11.612

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CreatePlayerSessionRequest.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
10#include <utility>
11
12namespace Aws
13{
14namespace GameLift
15{
16namespace Model
17{
18
22 {
23 public:
24 AWS_GAMELIFT_API CreatePlayerSessionRequest() = default;
25
26 // Service request name is the Operation name which will send this request out,
27 // each operation should has unique request name, so that we can get operation's name from this request.
28 // Note: this is not true for response, multiple operations may have the same response name,
29 // so we can not get operation's name from response.
30 inline virtual const char* GetServiceRequestName() const override { return "CreatePlayerSession"; }
31
32 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
33
35
36
38
41 inline const Aws::String& GetGameSessionId() const { return m_gameSessionId; }
42 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
43 template<typename GameSessionIdT = Aws::String>
44 void SetGameSessionId(GameSessionIdT&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::forward<GameSessionIdT>(value); }
45 template<typename GameSessionIdT = Aws::String>
46 CreatePlayerSessionRequest& WithGameSessionId(GameSessionIdT&& value) { SetGameSessionId(std::forward<GameSessionIdT>(value)); return *this;}
48
50
53 inline const Aws::String& GetPlayerId() const { return m_playerId; }
54 inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
55 template<typename PlayerIdT = Aws::String>
56 void SetPlayerId(PlayerIdT&& value) { m_playerIdHasBeenSet = true; m_playerId = std::forward<PlayerIdT>(value); }
57 template<typename PlayerIdT = Aws::String>
58 CreatePlayerSessionRequest& WithPlayerId(PlayerIdT&& value) { SetPlayerId(std::forward<PlayerIdT>(value)); return *this;}
60
62
67 inline const Aws::String& GetPlayerData() const { return m_playerData; }
68 inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
69 template<typename PlayerDataT = Aws::String>
70 void SetPlayerData(PlayerDataT&& value) { m_playerDataHasBeenSet = true; m_playerData = std::forward<PlayerDataT>(value); }
71 template<typename PlayerDataT = Aws::String>
72 CreatePlayerSessionRequest& WithPlayerData(PlayerDataT&& value) { SetPlayerData(std::forward<PlayerDataT>(value)); return *this;}
74 private:
75
76 Aws::String m_gameSessionId;
77 bool m_gameSessionIdHasBeenSet = false;
78
79 Aws::String m_playerId;
80 bool m_playerIdHasBeenSet = false;
81
82 Aws::String m_playerData;
83 bool m_playerDataHasBeenSet = false;
84 };
85
86} // namespace Model
87} // namespace GameLift
88} // namespace Aws
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
AWS_GAMELIFT_API Aws::String SerializePayload() const override
CreatePlayerSessionRequest & WithPlayerId(PlayerIdT &&value)
CreatePlayerSessionRequest & WithGameSessionId(GameSessionIdT &&value)
CreatePlayerSessionRequest & WithPlayerData(PlayerDataT &&value)
virtual const char * GetServiceRequestName() const override
AWS_GAMELIFT_API CreatePlayerSessionRequest()=default
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String