/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents a new player session that is created as a result of a successful
* FlexMatch match. A successful match automatically creates new player sessions
* for every player ID in the original matchmaking request. When players
* connect to the match's game session, they must include both player ID and player
* session ID in order to claim their assigned player slot.See
* Also:
AWS
* API Reference
A unique identifier for a player
*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *A unique identifier for a player
*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *A unique identifier for a player
*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *A unique identifier for a player
*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *A unique identifier for a player
*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *A unique identifier for a player
*/ inline MatchedPlayerSession& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player
*/ inline MatchedPlayerSession& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *A unique identifier for a player
*/ inline MatchedPlayerSession& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player session
*/ inline const Aws::String& GetPlayerSessionId() const{ return m_playerSessionId; } /** *A unique identifier for a player session
*/ inline bool PlayerSessionIdHasBeenSet() const { return m_playerSessionIdHasBeenSet; } /** *A unique identifier for a player session
*/ inline void SetPlayerSessionId(const Aws::String& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = value; } /** *A unique identifier for a player session
*/ inline void SetPlayerSessionId(Aws::String&& value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId = std::move(value); } /** *A unique identifier for a player session
*/ inline void SetPlayerSessionId(const char* value) { m_playerSessionIdHasBeenSet = true; m_playerSessionId.assign(value); } /** *A unique identifier for a player session
*/ inline MatchedPlayerSession& WithPlayerSessionId(const Aws::String& value) { SetPlayerSessionId(value); return *this;} /** *A unique identifier for a player session
*/ inline MatchedPlayerSession& WithPlayerSessionId(Aws::String&& value) { SetPlayerSessionId(std::move(value)); return *this;} /** *A unique identifier for a player session
*/ inline MatchedPlayerSession& WithPlayerSessionId(const char* value) { SetPlayerSessionId(value); return *this;} private: Aws::String m_playerId; bool m_playerIdHasBeenSet = false; Aws::String m_playerSessionId; bool m_playerSessionIdHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws