/* * 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. * */ #pragma once #include namespace AWSGameLift { //! AWSGameLiftCreateSessionOnQueueRequest //! GameLift create session on queue request which corresponds to Amazon GameLift //! StartGameSessionPlacement struct AWSGameLiftCreateSessionOnQueueRequest : public AzFramework::CreateSessionRequest { public: AZ_RTTI(AWSGameLiftCreateSessionOnQueueRequest, "{2B99E594-CE81-4EB0-8888-74EF4242B59F}", AzFramework::CreateSessionRequest); static void Reflect(AZ::ReflectContext* context); AWSGameLiftCreateSessionOnQueueRequest() = default; virtual ~AWSGameLiftCreateSessionOnQueueRequest() = default; // Name of the queue to use to place the new game session. You can use either the queue name or ARN value. AZStd::string m_queueName; // A unique identifier to assign to the new game session placement. This value is developer-defined. // The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request. AZStd::string m_placementId; }; } // namespace AWSGameLift