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o3de/Gems/AWSGameLift/Code/AWSGameLiftClient/Include/Request/AWSGameLiftCreateSessionReq...

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C++

/*
* 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 <AzFramework/Session/ISessionRequests.h>
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