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40 lines
1.7 KiB
C++
40 lines
1.7 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzFramework/Session/ISessionRequests.h>
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namespace AWSGameLift
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{
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//! AWSGameLiftCreateSessionOnQueueRequest
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//! GameLift create session on queue request which corresponds to Amazon GameLift
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//! StartGameSessionPlacement
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struct AWSGameLiftCreateSessionOnQueueRequest
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: public AzFramework::CreateSessionRequest
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{
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public:
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AZ_RTTI(AWSGameLiftCreateSessionOnQueueRequest, "{2B99E594-CE81-4EB0-8888-74EF4242B59F}", AzFramework::CreateSessionRequest);
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static void Reflect(AZ::ReflectContext* context);
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AWSGameLiftCreateSessionOnQueueRequest() = default;
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virtual ~AWSGameLiftCreateSessionOnQueueRequest() = default;
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// Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
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AZStd::string m_queueName;
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// A unique identifier to assign to the new game session placement. This value is developer-defined.
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// The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
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AZStd::string m_placementId;
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};
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} // namespace AWSGameLift
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