public void CreatePlayerSessionsMarshallTest() { var request = InstantiateClassGenerator.Execute <CreatePlayerSessionsRequest>(); var marshaller = new CreatePlayerSessionsRequestMarshaller(); var internalRequest = marshaller.Marshall(request); var jsonRequest = UTF8Encoding.UTF8.GetString(internalRequest.Content); Comparer.CompareObjectToJson <CreatePlayerSessionsRequest>(request, jsonRequest); var webResponse = new WebResponseData { Headers = { { "x-amzn-RequestId", Guid.NewGuid().ToString() }, { "x-amz-crc32", "0" } } }; var jsonResponse = new JsonSampleGenerator(service_model, service_model.FindOperation("CreatePlayerSessions").ResponseStructure).Execute(); webResponse.Headers.Add("Content-Length", UTF8Encoding.UTF8.GetBytes(jsonResponse).Length.ToString()); UnmarshallerContext context = new JsonUnmarshallerContext(Utils.CreateStreamFromString(jsonResponse), false, webResponse); var response = CreatePlayerSessionsResponseUnmarshaller.Instance.Unmarshall(context) as CreatePlayerSessionsResponse; InstantiateClassGenerator.ValidateObjectFullyInstantiated(response); }
public void CreatePlayerSessionsMarshallTest() { var request = InstantiateClassGenerator.Execute<CreatePlayerSessionsRequest>(); var marshaller = new CreatePlayerSessionsRequestMarshaller(); var internalRequest = marshaller.Marshall(request); var jsonRequest = UTF8Encoding.UTF8.GetString(internalRequest.Content); Comparer.CompareObjectToJson<CreatePlayerSessionsRequest>(request,jsonRequest); var webResponse = new WebResponseData { Headers = { {"x-amzn-RequestId", Guid.NewGuid().ToString()}, {"x-amz-crc32","0"} } }; var jsonResponse = new JsonSampleGenerator(service_model, service_model.FindOperation("CreatePlayerSessions").ResponseStructure).Execute(); webResponse.Headers.Add("Content-Length", UTF8Encoding.UTF8.GetBytes(jsonResponse).Length.ToString()); UnmarshallerContext context = new JsonUnmarshallerContext(Utils.CreateStreamFromString(jsonResponse), false, webResponse); var response = CreatePlayerSessionsResponseUnmarshaller.Instance.Unmarshall(context) as CreatePlayerSessionsResponse; InstantiateClassGenerator.ValidateObjectFullyInstantiated(response); }
/// <summary> /// Initiates the asynchronous execution of the CreatePlayerSessions operation. /// </summary> /// /// <param name="request">Container for the necessary parameters to execute the CreatePlayerSessions operation on AmazonGameLiftClient.</param> /// <param name="callback">An AsyncCallback delegate that is invoked when the operation completes.</param> /// <param name="state">A user-defined state object that is passed to the callback procedure. Retrieve this object from within the callback /// procedure using the AsyncState property.</param> /// /// <returns>An IAsyncResult that can be used to poll or wait for results, or both; this value is also needed when invoking EndCreatePlayerSessions /// operation.</returns> public IAsyncResult BeginCreatePlayerSessions(CreatePlayerSessionsRequest request, AsyncCallback callback, object state) { var marshaller = new CreatePlayerSessionsRequestMarshaller(); var unmarshaller = CreatePlayerSessionsResponseUnmarshaller.Instance; return BeginInvoke<CreatePlayerSessionsRequest>(request, marshaller, unmarshaller, callback, state); }
/// <summary> /// Adds a group of players to a game session. Similar to <a>CreatePlayerSession</a>, /// this action allows you to add multiple players in a single call, which is useful for /// games that provide party and/or matchmaking features. A game session must be in an /// ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before /// players can be added to the session. /// /// /// <para> /// To create player sessions, specify a game session ID and a list of player IDs. If /// successful, the players are added to the game session and a set of new <a>PlayerSession</a> /// objects is returned. /// </para> /// </summary> /// <param name="request">Container for the necessary parameters to execute the CreatePlayerSessions service method.</param> /// /// <returns>The response from the CreatePlayerSessions service method, as returned by GameLift.</returns> /// <exception cref="Amazon.GameLift.Model.GameSessionFullException"> /// The game instance is currently full and cannot allow the requested player(s) to join. /// This exception occurs in response to a <a>CreatePlayerSession</a> request. /// </exception> /// <exception cref="Amazon.GameLift.Model.InternalServiceException"> /// The service encountered an unrecoverable internal failure while processing the request. /// Such requests can be retried by clients, either immediately or after a back-off period. /// </exception> /// <exception cref="Amazon.GameLift.Model.InvalidGameSessionStatusException"> /// The requested operation would cause a conflict with the current state of a resource /// associated with the request and/or the game instance. Such requests should not be /// retried by clients without resolving the conflict. /// </exception> /// <exception cref="Amazon.GameLift.Model.InvalidRequestException"> /// One or more parameters specified as part of the request are invalid. Please correct /// the invalid parameters before retrying. /// </exception> /// <exception cref="Amazon.GameLift.Model.NotFoundException"> /// A service resource associated with the request could not be found. Such requests should /// not be retried by clients. /// </exception> /// <exception cref="Amazon.GameLift.Model.TerminalRoutingStrategyException"> /// The service is unable to resolve the routing for a particular alias because it has /// a terminal <a>RoutingStrategy</a> associated with it. The message returned in this /// exception is the message defined in the TerminalRoutingStrategy itself. Such requests /// should only be retried if the routing strategy for the specified alias is modified. /// </exception> /// <exception cref="Amazon.GameLift.Model.UnauthorizedException"> /// The client failed authentication. Such requests should not be retried without valid /// authentication credentials. /// </exception> public CreatePlayerSessionsResponse CreatePlayerSessions(CreatePlayerSessionsRequest request) { var marshaller = new CreatePlayerSessionsRequestMarshaller(); var unmarshaller = CreatePlayerSessionsResponseUnmarshaller.Instance; return Invoke<CreatePlayerSessionsRequest,CreatePlayerSessionsResponse>(request, marshaller, unmarshaller); }
/// <summary> /// Initiates the asynchronous execution of the CreatePlayerSessions operation. /// </summary> /// /// <param name="request">Container for the necessary parameters to execute the CreatePlayerSessions operation.</param> /// <param name="cancellationToken"> /// A cancellation token that can be used by other objects or threads to receive notice of cancellation. /// </param> /// <returns>The task object representing the asynchronous operation.</returns> public Task<CreatePlayerSessionsResponse> CreatePlayerSessionsAsync(CreatePlayerSessionsRequest request, System.Threading.CancellationToken cancellationToken = default(CancellationToken)) { var marshaller = new CreatePlayerSessionsRequestMarshaller(); var unmarshaller = CreatePlayerSessionsResponseUnmarshaller.Instance; return InvokeAsync<CreatePlayerSessionsRequest,CreatePlayerSessionsResponse>(request, marshaller, unmarshaller, cancellationToken); }