/* * 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 { //! AWSGameLiftCreateSessionRequest //! GameLift create session on fleet request which corresponds to Amazon GameLift //! CreateGameSessionRequest struct AWSGameLiftCreateSessionRequest : public AzFramework::CreateSessionRequest { public: AZ_RTTI(AWSGameLiftCreateSessionRequest, "{69612D5D-F899-4DEB-AD63-4C497ABC5C0D}", AzFramework::CreateSessionRequest); static void Reflect(AZ::ReflectContext* context); AWSGameLiftCreateSessionRequest() = default; virtual ~AWSGameLiftCreateSessionRequest() = default; // A unique identifier for the alias associated with the fleet to create a game session in. AZStd::string m_aliasId; // A unique identifier for the fleet to create a game session in. AZStd::string m_fleetId; // Custom string that uniquely identifies the new game session request. // This is useful for ensuring that game session requests with the same idempotency token are processed only once. AZStd::string m_idempotencyToken; }; } // namespace AWSGameLift