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com.tencentcloudapi.gs.v20191118.models.CreateSessionRequest Maven / Gradle / Ivy

/*
 * Copyright (c) 2017-2018 THL A29 Limited, a Tencent company. 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.
 * You may obtain a copy of the License at
 *
 *    http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License 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.
 */
package com.tencentcloudapi.gs.v20191118.models;

import com.tencentcloudapi.common.AbstractModel;
import com.google.gson.annotations.SerializedName;
import com.google.gson.annotations.Expose;
import java.util.HashMap;

public class CreateSessionRequest extends AbstractModel{

    /**
    * 客户端session信息,从JSSDK请求中获得
    */
    @SerializedName("ClientSession")
    @Expose
    private String ClientSession;

    /**
    * 游戏用户ID
    */
    @SerializedName("UserId")
    @Expose
    private String UserId;

    /**
    * 游戏ID
    */
    @SerializedName("GameId")
    @Expose
    private String GameId;

    /**
    * 【已废弃】只在TrylockWorker时生效
    */
    @SerializedName("GameRegion")
    @Expose
    private String GameRegion;

    /**
    * 游戏参数
    */
    @SerializedName("GameParas")
    @Expose
    private String GameParas;

    /**
    * 分辨率,,可设置为1080p或720p或1920x1080格式
    */
    @SerializedName("Resolution")
    @Expose
    private String Resolution;

    /**
    * 背景图url,格式为png或jpeg,宽高1920*1080
    */
    @SerializedName("ImageUrl")
    @Expose
    private String ImageUrl;

    /**
    * 【已废弃】
    */
    @SerializedName("SetNo")
    @Expose
    private Long SetNo;

    /**
    * 单位Mbps,固定码率建议值,有一定浮动范围,后端不动态调整(MaxBitrate和MinBitrate将无效)
    */
    @SerializedName("Bitrate")
    @Expose
    private Long Bitrate;

    /**
    * 单位Mbps,动态调整最大码率建议值,会按实际情况调整
    */
    @SerializedName("MaxBitrate")
    @Expose
    private Long MaxBitrate;

    /**
    * 单位Mbps,动态调整最小码率建议值,会按实际情况调整
    */
    @SerializedName("MinBitrate")
    @Expose
    private Long MinBitrate;

    /**
    * 帧率,可设置为30、45、60、90、120、144
    */
    @SerializedName("Fps")
    @Expose
    private Long Fps;

    /**
    * 【已废弃】只在TrylockWorker时生效
    */
    @SerializedName("UserIp")
    @Expose
    private String UserIp;

    /**
    * 【已废弃】优化项,便于客户灰度开启新的优化项,默认为0
    */
    @SerializedName("Optimization")
    @Expose
    private Long Optimization;

    /**
    * 【互动云游】游戏主机用户ID
    */
    @SerializedName("HostUserId")
    @Expose
    private String HostUserId;

    /**
    * 【互动云游】角色;Player表示玩家;Viewer表示观察者
    */
    @SerializedName("Role")
    @Expose
    private String Role;

    /**
    * 游戏相关参数
    */
    @SerializedName("GameContext")
    @Expose
    private String GameContext;

    /**
     * Get 客户端session信息,从JSSDK请求中获得 
     * @return ClientSession 客户端session信息,从JSSDK请求中获得
     */
    public String getClientSession() {
        return this.ClientSession;
    }

    /**
     * Set 客户端session信息,从JSSDK请求中获得
     * @param ClientSession 客户端session信息,从JSSDK请求中获得
     */
    public void setClientSession(String ClientSession) {
        this.ClientSession = ClientSession;
    }

    /**
     * Get 游戏用户ID 
     * @return UserId 游戏用户ID
     */
    public String getUserId() {
        return this.UserId;
    }

    /**
     * Set 游戏用户ID
     * @param UserId 游戏用户ID
     */
    public void setUserId(String UserId) {
        this.UserId = UserId;
    }

    /**
     * Get 游戏ID 
     * @return GameId 游戏ID
     */
    public String getGameId() {
        return this.GameId;
    }

    /**
     * Set 游戏ID
     * @param GameId 游戏ID
     */
    public void setGameId(String GameId) {
        this.GameId = GameId;
    }

    /**
     * Get 【已废弃】只在TrylockWorker时生效 
     * @return GameRegion 【已废弃】只在TrylockWorker时生效
     */
    public String getGameRegion() {
        return this.GameRegion;
    }

    /**
     * Set 【已废弃】只在TrylockWorker时生效
     * @param GameRegion 【已废弃】只在TrylockWorker时生效
     */
    public void setGameRegion(String GameRegion) {
        this.GameRegion = GameRegion;
    }

    /**
     * Get 游戏参数 
     * @return GameParas 游戏参数
     */
    public String getGameParas() {
        return this.GameParas;
    }

    /**
     * Set 游戏参数
     * @param GameParas 游戏参数
     */
    public void setGameParas(String GameParas) {
        this.GameParas = GameParas;
    }

    /**
     * Get 分辨率,,可设置为1080p或720p或1920x1080格式 
     * @return Resolution 分辨率,,可设置为1080p或720p或1920x1080格式
     */
    public String getResolution() {
        return this.Resolution;
    }

    /**
     * Set 分辨率,,可设置为1080p或720p或1920x1080格式
     * @param Resolution 分辨率,,可设置为1080p或720p或1920x1080格式
     */
    public void setResolution(String Resolution) {
        this.Resolution = Resolution;
    }

    /**
     * Get 背景图url,格式为png或jpeg,宽高1920*1080 
     * @return ImageUrl 背景图url,格式为png或jpeg,宽高1920*1080
     */
    public String getImageUrl() {
        return this.ImageUrl;
    }

    /**
     * Set 背景图url,格式为png或jpeg,宽高1920*1080
     * @param ImageUrl 背景图url,格式为png或jpeg,宽高1920*1080
     */
    public void setImageUrl(String ImageUrl) {
        this.ImageUrl = ImageUrl;
    }

    /**
     * Get 【已废弃】 
     * @return SetNo 【已废弃】
     */
    public Long getSetNo() {
        return this.SetNo;
    }

    /**
     * Set 【已废弃】
     * @param SetNo 【已废弃】
     */
    public void setSetNo(Long SetNo) {
        this.SetNo = SetNo;
    }

    /**
     * Get 单位Mbps,固定码率建议值,有一定浮动范围,后端不动态调整(MaxBitrate和MinBitrate将无效) 
     * @return Bitrate 单位Mbps,固定码率建议值,有一定浮动范围,后端不动态调整(MaxBitrate和MinBitrate将无效)
     */
    public Long getBitrate() {
        return this.Bitrate;
    }

    /**
     * Set 单位Mbps,固定码率建议值,有一定浮动范围,后端不动态调整(MaxBitrate和MinBitrate将无效)
     * @param Bitrate 单位Mbps,固定码率建议值,有一定浮动范围,后端不动态调整(MaxBitrate和MinBitrate将无效)
     */
    public void setBitrate(Long Bitrate) {
        this.Bitrate = Bitrate;
    }

    /**
     * Get 单位Mbps,动态调整最大码率建议值,会按实际情况调整 
     * @return MaxBitrate 单位Mbps,动态调整最大码率建议值,会按实际情况调整
     */
    public Long getMaxBitrate() {
        return this.MaxBitrate;
    }

    /**
     * Set 单位Mbps,动态调整最大码率建议值,会按实际情况调整
     * @param MaxBitrate 单位Mbps,动态调整最大码率建议值,会按实际情况调整
     */
    public void setMaxBitrate(Long MaxBitrate) {
        this.MaxBitrate = MaxBitrate;
    }

    /**
     * Get 单位Mbps,动态调整最小码率建议值,会按实际情况调整 
     * @return MinBitrate 单位Mbps,动态调整最小码率建议值,会按实际情况调整
     */
    public Long getMinBitrate() {
        return this.MinBitrate;
    }

    /**
     * Set 单位Mbps,动态调整最小码率建议值,会按实际情况调整
     * @param MinBitrate 单位Mbps,动态调整最小码率建议值,会按实际情况调整
     */
    public void setMinBitrate(Long MinBitrate) {
        this.MinBitrate = MinBitrate;
    }

    /**
     * Get 帧率,可设置为30、45、60、90、120、144 
     * @return Fps 帧率,可设置为30、45、60、90、120、144
     */
    public Long getFps() {
        return this.Fps;
    }

    /**
     * Set 帧率,可设置为30、45、60、90、120、144
     * @param Fps 帧率,可设置为30、45、60、90、120、144
     */
    public void setFps(Long Fps) {
        this.Fps = Fps;
    }

    /**
     * Get 【已废弃】只在TrylockWorker时生效 
     * @return UserIp 【已废弃】只在TrylockWorker时生效
     */
    public String getUserIp() {
        return this.UserIp;
    }

    /**
     * Set 【已废弃】只在TrylockWorker时生效
     * @param UserIp 【已废弃】只在TrylockWorker时生效
     */
    public void setUserIp(String UserIp) {
        this.UserIp = UserIp;
    }

    /**
     * Get 【已废弃】优化项,便于客户灰度开启新的优化项,默认为0 
     * @return Optimization 【已废弃】优化项,便于客户灰度开启新的优化项,默认为0
     */
    public Long getOptimization() {
        return this.Optimization;
    }

    /**
     * Set 【已废弃】优化项,便于客户灰度开启新的优化项,默认为0
     * @param Optimization 【已废弃】优化项,便于客户灰度开启新的优化项,默认为0
     */
    public void setOptimization(Long Optimization) {
        this.Optimization = Optimization;
    }

    /**
     * Get 【互动云游】游戏主机用户ID 
     * @return HostUserId 【互动云游】游戏主机用户ID
     */
    public String getHostUserId() {
        return this.HostUserId;
    }

    /**
     * Set 【互动云游】游戏主机用户ID
     * @param HostUserId 【互动云游】游戏主机用户ID
     */
    public void setHostUserId(String HostUserId) {
        this.HostUserId = HostUserId;
    }

    /**
     * Get 【互动云游】角色;Player表示玩家;Viewer表示观察者 
     * @return Role 【互动云游】角色;Player表示玩家;Viewer表示观察者
     */
    public String getRole() {
        return this.Role;
    }

    /**
     * Set 【互动云游】角色;Player表示玩家;Viewer表示观察者
     * @param Role 【互动云游】角色;Player表示玩家;Viewer表示观察者
     */
    public void setRole(String Role) {
        this.Role = Role;
    }

    /**
     * Get 游戏相关参数 
     * @return GameContext 游戏相关参数
     */
    public String getGameContext() {
        return this.GameContext;
    }

    /**
     * Set 游戏相关参数
     * @param GameContext 游戏相关参数
     */
    public void setGameContext(String GameContext) {
        this.GameContext = GameContext;
    }

    public CreateSessionRequest() {
    }

    /**
     * NOTE: Any ambiguous key set via .set("AnyKey", "value") will be a shallow copy,
     *       and any explicit key, i.e Foo, set via .setFoo("value") will be a deep copy.
     */
    public CreateSessionRequest(CreateSessionRequest source) {
        if (source.ClientSession != null) {
            this.ClientSession = new String(source.ClientSession);
        }
        if (source.UserId != null) {
            this.UserId = new String(source.UserId);
        }
        if (source.GameId != null) {
            this.GameId = new String(source.GameId);
        }
        if (source.GameRegion != null) {
            this.GameRegion = new String(source.GameRegion);
        }
        if (source.GameParas != null) {
            this.GameParas = new String(source.GameParas);
        }
        if (source.Resolution != null) {
            this.Resolution = new String(source.Resolution);
        }
        if (source.ImageUrl != null) {
            this.ImageUrl = new String(source.ImageUrl);
        }
        if (source.SetNo != null) {
            this.SetNo = new Long(source.SetNo);
        }
        if (source.Bitrate != null) {
            this.Bitrate = new Long(source.Bitrate);
        }
        if (source.MaxBitrate != null) {
            this.MaxBitrate = new Long(source.MaxBitrate);
        }
        if (source.MinBitrate != null) {
            this.MinBitrate = new Long(source.MinBitrate);
        }
        if (source.Fps != null) {
            this.Fps = new Long(source.Fps);
        }
        if (source.UserIp != null) {
            this.UserIp = new String(source.UserIp);
        }
        if (source.Optimization != null) {
            this.Optimization = new Long(source.Optimization);
        }
        if (source.HostUserId != null) {
            this.HostUserId = new String(source.HostUserId);
        }
        if (source.Role != null) {
            this.Role = new String(source.Role);
        }
        if (source.GameContext != null) {
            this.GameContext = new String(source.GameContext);
        }
    }


    /**
     * Internal implementation, normal users should not use it.
     */
    public void toMap(HashMap map, String prefix) {
        this.setParamSimple(map, prefix + "ClientSession", this.ClientSession);
        this.setParamSimple(map, prefix + "UserId", this.UserId);
        this.setParamSimple(map, prefix + "GameId", this.GameId);
        this.setParamSimple(map, prefix + "GameRegion", this.GameRegion);
        this.setParamSimple(map, prefix + "GameParas", this.GameParas);
        this.setParamSimple(map, prefix + "Resolution", this.Resolution);
        this.setParamSimple(map, prefix + "ImageUrl", this.ImageUrl);
        this.setParamSimple(map, prefix + "SetNo", this.SetNo);
        this.setParamSimple(map, prefix + "Bitrate", this.Bitrate);
        this.setParamSimple(map, prefix + "MaxBitrate", this.MaxBitrate);
        this.setParamSimple(map, prefix + "MinBitrate", this.MinBitrate);
        this.setParamSimple(map, prefix + "Fps", this.Fps);
        this.setParamSimple(map, prefix + "UserIp", this.UserIp);
        this.setParamSimple(map, prefix + "Optimization", this.Optimization);
        this.setParamSimple(map, prefix + "HostUserId", this.HostUserId);
        this.setParamSimple(map, prefix + "Role", this.Role);
        this.setParamSimple(map, prefix + "GameContext", this.GameContext);

    }
}





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