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PlayFab is the unified backend platform for games — everything you need to build and operate your game, all in one place, so you can focus on creating and delivering a great player experience.
package com.playfab;
import java.util.*;
import com.playfab.PlayFabUtil.*;
public class PlayFabEventsModels {
/** Combined entity type and ID structure which uniquely identifies a single entity. */
public static class EntityKey {
/** Unique ID of the entity. */
public String Id;
/** Entity type. See https://docs.microsoft.com/gaming/playfab/features/data/entities/available-built-in-entity-types */
public String Type;
}
public static class EventContents {
/** Entity associated with the event. If null, the event will apply to the calling entity. */
public EntityKey Entity;
/** The namespace in which the event is defined. Allowed namespaces can vary by API. */
public String EventNamespace;
/** The name of this event. */
public String Name;
/**
* The original unique identifier associated with this event before it was posted to PlayFab. The value might differ from
* the EventId value, which is assigned when the event is received by the server.
*/
public String OriginalId;
/**
* The time (in UTC) associated with this event when it occurred. If specified, this value is stored in the
* OriginalTimestamp property of the PlayStream event.
*/
public Date OriginalTimestamp;
/** Arbitrary data associated with the event. Only one of Payload or PayloadJSON is allowed. */
public Object Payload;
/**
* Arbitrary data associated with the event, represented as a JSON serialized string. Only one of Payload or PayloadJSON is
* allowed.
*/
public String PayloadJSON;
}
public static class WriteEventsRequest {
/** Collection of events to write to PlayStream. */
public ArrayList Events;
}
public static class WriteEventsResponse {
/**
* The unique identifiers assigned by the server to the events, in the same order as the events in the request. Only
* returned if FlushToPlayStream option is true.
*/
public ArrayList AssignedEventIds;
}
}
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