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