/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class StartMatchBackfillRequest : public GameLiftRequest { public: AWS_GAMELIFT_API StartMatchBackfillRequest(); // 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 "StartMatchBackfill"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

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 match backfill ticket status and retrieve match * results.

*/ inline const Aws::String& GetTicketId() const{ return m_ticketId; } /** *

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 match backfill ticket status and retrieve match * results.

*/ inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; } /** *

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 match backfill ticket status and retrieve match * results.

*/ inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; } /** *

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 match backfill ticket status and retrieve match * results.

*/ inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); } /** *

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 match backfill ticket status and retrieve match * results.

*/ inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); } /** *

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 match backfill ticket status and retrieve match * results.

*/ inline StartMatchBackfillRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;} /** *

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 match backfill ticket status and retrieve match * results.

*/ inline StartMatchBackfillRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;} /** *

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 match backfill ticket status and retrieve match * results.

*/ inline StartMatchBackfillRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;} /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline const Aws::String& GetConfigurationName() const{ return m_configurationName; } /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; } /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; } /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); } /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); } /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline StartMatchBackfillRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;} /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline StartMatchBackfillRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;} /** *

Name of the matchmaker to use for this request. You can use either the * configuration name or ARN value. The ARN of the matchmaker that was used with * the original game session is listed in the GameSession object, * MatchmakerData property.

*/ inline StartMatchBackfillRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;} /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline const Aws::String& GetGameSessionArn() const{ return m_gameSessionArn; } /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline bool GameSessionArnHasBeenSet() const { return m_gameSessionArnHasBeenSet; } /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline void SetGameSessionArn(const Aws::String& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = value; } /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline void SetGameSessionArn(Aws::String&& value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn = std::move(value); } /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline void SetGameSessionArn(const char* value) { m_gameSessionArnHasBeenSet = true; m_gameSessionArn.assign(value); } /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline StartMatchBackfillRequest& WithGameSessionArn(const Aws::String& value) { SetGameSessionArn(value); return *this;} /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline StartMatchBackfillRequest& WithGameSessionArn(Aws::String&& value) { SetGameSessionArn(std::move(value)); return *this;} /** *

A unique identifier for the game session. Use the game session ID. When using * FlexMatch as a standalone matchmaking solution, this parameter is not needed. *

*/ inline StartMatchBackfillRequest& WithGameSessionArn(const char* value) { SetGameSessionArn(value); return *this;} /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline const Aws::Vector& GetPlayers() const{ return m_players; } /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline bool PlayersHasBeenSet() const { return m_playersHasBeenSet; } /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline void SetPlayers(const Aws::Vector& value) { m_playersHasBeenSet = true; m_players = value; } /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline void SetPlayers(Aws::Vector&& value) { m_playersHasBeenSet = true; m_players = std::move(value); } /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline StartMatchBackfillRequest& WithPlayers(const Aws::Vector& value) { SetPlayers(value); return *this;} /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline StartMatchBackfillRequest& WithPlayers(Aws::Vector&& value) { SetPlayers(std::move(value)); return *this;} /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline StartMatchBackfillRequest& AddPlayers(const Player& value) { m_playersHasBeenSet = true; m_players.push_back(value); return *this; } /** *

Match information on all players that are currently assigned to the game * session. This information is used by the matchmaker to find new players and add * them to the existing game.

You can include up to 199 Players * in a StartMatchBackfill request.

  • PlayerID, * PlayerAttributes, Team -- This information is maintained in the * GameSession object, MatchmakerData property, for all * players who are currently assigned to the game session. The matchmaker data is * in JSON syntax, formatted as a string. For more details, see * Match Data.

    The backfill request must specify the team membership * for every player. Do not specify team if you are not using backfill.

  • *
  • LatencyInMs -- If the matchmaker uses player latency, include a latency * value, in milliseconds, for the Region that the game session is currently in. Do * not include latency values for any other Region.

*/ inline StartMatchBackfillRequest& 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::String m_gameSessionArn; bool m_gameSessionArnHasBeenSet = false; Aws::Vector m_players; bool m_playersHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws