AWS SDK for C++

AWS SDK for C++ Version 1.11.851

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CreatePlayerSessionRequest.h
1
6#pragma once
7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/gamelift/GameLift_EXPORTS.h>
10
11#include <utility>
12
13namespace Aws {
14namespace GameLift {
15namespace Model {
16
20 public:
21 AWS_GAMELIFT_API CreatePlayerSessionRequest() = default;
22
23 // Service request name is the Operation name which will send this request out,
24 // each operation should has unique request name, so that we can get operation's name from this request.
25 // Note: this is not true for response, multiple operations may have the same response name,
26 // so we can not get operation's name from response.
27 inline virtual const char* GetServiceRequestName() const override { return "CreatePlayerSession"; }
28
29 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
30
32
34
43 inline const Aws::String& GetGameSessionId() const { return m_gameSessionId; }
44 inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
45 template <typename GameSessionIdT = Aws::String>
46 void SetGameSessionId(GameSessionIdT&& value) {
47 m_gameSessionIdHasBeenSet = true;
48 m_gameSessionId = std::forward<GameSessionIdT>(value);
49 }
50 template <typename GameSessionIdT = Aws::String>
52 SetGameSessionId(std::forward<GameSessionIdT>(value));
53 return *this;
54 }
56
58
61 inline const Aws::String& GetPlayerId() const { return m_playerId; }
62 inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
63 template <typename PlayerIdT = Aws::String>
64 void SetPlayerId(PlayerIdT&& value) {
65 m_playerIdHasBeenSet = true;
66 m_playerId = std::forward<PlayerIdT>(value);
67 }
68 template <typename PlayerIdT = Aws::String>
70 SetPlayerId(std::forward<PlayerIdT>(value));
71 return *this;
72 }
74
76
81 inline const Aws::String& GetPlayerData() const { return m_playerData; }
82 inline bool PlayerDataHasBeenSet() const { return m_playerDataHasBeenSet; }
83 template <typename PlayerDataT = Aws::String>
84 void SetPlayerData(PlayerDataT&& value) {
85 m_playerDataHasBeenSet = true;
86 m_playerData = std::forward<PlayerDataT>(value);
87 }
88 template <typename PlayerDataT = Aws::String>
90 SetPlayerData(std::forward<PlayerDataT>(value));
91 return *this;
92 }
94 private:
95 Aws::String m_gameSessionId;
96
97 Aws::String m_playerId;
98
99 Aws::String m_playerData;
100 bool m_gameSessionIdHasBeenSet = false;
101 bool m_playerIdHasBeenSet = false;
102 bool m_playerDataHasBeenSet = false;
103};
104
105} // namespace Model
106} // namespace GameLift
107} // 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