108 lines
5.0 KiB
C
108 lines
5.0 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Amazon Web Services account security credentials that allow interactions with
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* Amazon GameLift resources. The credentials are temporary and valid for a limited
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* time span. You can request fresh credentials at any time. </p> <p> Amazon Web
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* Services security credentials consist of three parts: an access key ID, a secret
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* access key, and a session token. You must use all three parts together to
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* authenticate your access requests.</p> <p>You need Amazon Web Services
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* credentials for the following tasks: </p> <ul> <li> <p>To upload a game server
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* build directly to Amazon GameLift S3 storage using <code>CreateBuild</code>. To
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* get access for this task, call <a>RequestUploadCredentials</a>.</p> </li> <li>
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* <p>To remotely connect to an active Amazon GameLift fleet instances. To get
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* remote access, call <a>GetComputeAccess</a>.</p> </li> </ul><p><h3>See
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* Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials">AWS
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* API Reference</a></p>
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*/
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class AwsCredentials
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{
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public:
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AWS_GAMELIFT_API AwsCredentials();
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AWS_GAMELIFT_API AwsCredentials(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API AwsCredentials& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>The access key ID that identifies the temporary security credentials. </p>
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*/
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inline const Aws::String& GetAccessKeyId() const{ return m_accessKeyId; }
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inline bool AccessKeyIdHasBeenSet() const { return m_accessKeyIdHasBeenSet; }
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inline void SetAccessKeyId(const Aws::String& value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId = value; }
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inline void SetAccessKeyId(Aws::String&& value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId = std::move(value); }
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inline void SetAccessKeyId(const char* value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId.assign(value); }
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inline AwsCredentials& WithAccessKeyId(const Aws::String& value) { SetAccessKeyId(value); return *this;}
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inline AwsCredentials& WithAccessKeyId(Aws::String&& value) { SetAccessKeyId(std::move(value)); return *this;}
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inline AwsCredentials& WithAccessKeyId(const char* value) { SetAccessKeyId(value); return *this;}
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///@}
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///@{
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/**
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* <p>The secret access key that can be used to sign requests.</p>
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*/
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inline const Aws::String& GetSecretAccessKey() const{ return m_secretAccessKey; }
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inline bool SecretAccessKeyHasBeenSet() const { return m_secretAccessKeyHasBeenSet; }
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inline void SetSecretAccessKey(const Aws::String& value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey = value; }
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inline void SetSecretAccessKey(Aws::String&& value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey = std::move(value); }
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inline void SetSecretAccessKey(const char* value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey.assign(value); }
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inline AwsCredentials& WithSecretAccessKey(const Aws::String& value) { SetSecretAccessKey(value); return *this;}
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inline AwsCredentials& WithSecretAccessKey(Aws::String&& value) { SetSecretAccessKey(std::move(value)); return *this;}
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inline AwsCredentials& WithSecretAccessKey(const char* value) { SetSecretAccessKey(value); return *this;}
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///@}
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///@{
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/**
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* <p>The token that users must pass to the service API to use the temporary
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* credentials. </p>
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*/
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inline const Aws::String& GetSessionToken() const{ return m_sessionToken; }
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inline bool SessionTokenHasBeenSet() const { return m_sessionTokenHasBeenSet; }
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inline void SetSessionToken(const Aws::String& value) { m_sessionTokenHasBeenSet = true; m_sessionToken = value; }
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inline void SetSessionToken(Aws::String&& value) { m_sessionTokenHasBeenSet = true; m_sessionToken = std::move(value); }
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inline void SetSessionToken(const char* value) { m_sessionTokenHasBeenSet = true; m_sessionToken.assign(value); }
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inline AwsCredentials& WithSessionToken(const Aws::String& value) { SetSessionToken(value); return *this;}
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inline AwsCredentials& WithSessionToken(Aws::String&& value) { SetSessionToken(std::move(value)); return *this;}
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inline AwsCredentials& WithSessionToken(const char* value) { SetSessionToken(value); return *this;}
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///@}
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private:
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Aws::String m_accessKeyId;
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bool m_accessKeyIdHasBeenSet = false;
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Aws::String m_secretAccessKey;
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bool m_secretAccessKeyHasBeenSet = false;
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Aws::String m_sessionToken;
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bool m_sessionTokenHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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