/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "CloudGemPlayerAccount_precompiled.h" #include "UserAttributeValues.h" #include #include #include #include #include #include namespace CloudGemPlayerAccount { void UserAttributeValues::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(1); } AZ::BehaviorContext* behaviorContext = azrtti_cast(context); if (behaviorContext) { behaviorContext->Class() ->Method("SetAttribute", &UserAttributeValues::SetAttribute) ->Method("HasAttribute", &UserAttributeValues::HasAttribute) ->Method("GetAttribute", &UserAttributeValues::GetAttribute) ; } } void UserAttributeValues::SetAttribute(const AZStd::string& name, const AZStd::string& value) { m_attributeMap[name] = value; } bool UserAttributeValues::HasAttribute(const AZStd::string& name) const { return m_attributeMap.count(name) > 0; } AZStd::string UserAttributeValues::GetAttribute(const AZStd::string& name) { auto&& iter = m_attributeMap.find(name); if (iter != m_attributeMap.end()) { return iter->second; } return ""; } const AttributeMap& UserAttributeValues::GetData() const { return m_attributeMap; } } // namespace CloudGemPlayerAccount