text: ﻿/*
  * Copyright 2010-2017 Amazon.com, Inc. or its affiliates. All Rights Reserved.
  *
  * Licensed under the Apache License, Version 2.0 (the "License").
  * You may not use this file except in compliance with the License.
  * A copy of the License is located at
  *
  *  http://aws.amazon.com/apache2.0
  *
  * or in the "license" file accompanying this file. This file is distributed
  * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
  * express or implied. See the License for the specific language governing
  * permissions and limitations under the License.
  */
  
  #pragma once
  #include <aws/gamelift/GameLift_EXPORTS.h>
  #include <aws/gamelift/GameLiftRequest.h>
  #include <aws/core/utils/memory/stl/AWSString.h>
  #include <aws/core/utils/memory/stl/AWSVector.h>
  #include <aws/core/utils/memory/stl/AWSMap.h>
  #include <utility>
  
  namespace Aws
  {
  namespace GameLift
  {
  namespace Model
  {
  
    /**
     * <p>Represents the input for a request action.</p><p><h3>See Also:</h3>   <a
     * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput">AWS
     * API Reference</a></p>
     */
    class AWS_GAMELIFT_API CreatePlayerSessionsRequest : public GameLiftRequest
    {
    public:
      CreatePlayerSessionsRequest();
      
      // Service request name is the Operation name which will send this request out,
      // each operation should has unique request name, so that we can get operation's name from this request.
      // Note: this is not true for response, multiple operations may have the same response name,
      // so we can not get operation's name from response.
      inline virtual const char* GetServiceRequestName() const override { return "CreatePlayerSessions"; }
  
      Aws::String SerializePayload() const override;
  
      Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
  
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline CreatePlayerSessionsRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline CreatePlayerSessionsRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
  
      /**
       * <p>Unique identifier for the game session to add players to.</p>
       */
      inline CreatePlayerSessionsRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
  
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline const Aws::Vector<Aws::String>& GetPlayerIds() const{ return m_playerIds; }
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline void SetPlayerIds(const Aws::Vector<Aws::String>& value) { m_playerIdsHasBeenSet = true; m_playerIds = value; }
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline void SetPlayerIds(Aws::Vector<Aws::String>&& value) { m_playerIdsHasBeenSet = true; m_playerIds = std::move(value); }
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline CreatePlayerSessionsRequest& WithPlayerIds(const Aws::Vector<Aws::String>& value) { SetPlayerIds(value); return *this;}
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline CreatePlayerSessionsRequest& WithPlayerIds(Aws::Vector<Aws::String>&& value) { SetPlayerIds(std::move(value)); return *this;}
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerIds(const Aws::String& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerIds(Aws::String&& value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(std::move(value)); return *this; }
  
      /**
       * <p>List of unique identifiers for the players to be added.</p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerIds(const char* value) { m_playerIdsHasBeenSet = true; m_playerIds.push_back(value); return *this; }
  
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline const Aws::Map<Aws::String, Aws::String>& GetPlayerDataMap() const{ return m_playerDataMap; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline void SetPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = value; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline void SetPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap = std::move(value); }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& WithPlayerDataMap(const Aws::Map<Aws::String, Aws::String>& value) { SetPlayerDataMap(value); return *this;}
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& WithPlayerDataMap(Aws::Map<Aws::String, Aws::String>&& value) { SetPlayerDataMap(std::move(value)); return *this;}
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const Aws::String& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(const Aws::String& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), std::move(value)); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, Aws::String&& value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, std::move(value)); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(Aws::String&& key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(std::move(key), value); return *this; }
  
      /**
       * <p>Map of string pairs, each specifying a player ID and a set of
       * developer-defined information related to the player. Amazon GameLift does not
       * use this data, so it can be formatted as needed for use in the game. Player data
       * strings for player IDs not included in the <code>PlayerIds</code> parameter are
       * ignored. </p>
       */
      inline CreatePlayerSessionsRequest& AddPlayerDataMap(const char* key, const char* value) { m_playerDataMapHasBeenSet = true; m_playerDataMap.emplace(key, value); return *this; }
  
    private:
  
      Aws::String m_gameSessionId;
      bool m_gameSessionIdHasBeenSet;
  
      Aws::Vector<Aws::String> m_playerIds;
      bool m_playerIdsHasBeenSet;
  
      Aws::Map<Aws::String, Aws::String> m_playerDataMap;
      bool m_playerDataMapHasBeenSet;
    };
  
  } // namespace Model
  } // namespace GameLift
  } // namespace Aws
  