Lesson 35 - Get Compute Auth Token Working
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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/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/ClaimFilterOption.h>
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#include <utility>
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namespace Aws
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{
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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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*/
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class ClaimGameServerRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API ClaimGameServerRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "ClaimGameServer"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for the game server group where the game server is
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* running. If you are not specifying a game server to claim, this value identifies
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* where you want Amazon GameLift FleetIQ to look for an available game server to
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* claim. </p>
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*/
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inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
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inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
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inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
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inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
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inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
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inline ClaimGameServerRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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inline ClaimGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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inline ClaimGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
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///@}
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///@{
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/**
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* <p>A custom string that uniquely identifies the game server to claim. If this
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* parameter is left empty, Amazon GameLift FleetIQ searches for an available game
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* server in the specified game server group.</p>
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*/
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inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
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inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
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inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
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inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
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inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
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inline ClaimGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
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inline ClaimGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
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inline ClaimGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service when it requests information on
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* game servers. </p>
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*/
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inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
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inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
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inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
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inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
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inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
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inline ClaimGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
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inline ClaimGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
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inline ClaimGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;}
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///@}
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///@{
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/**
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* <p>Object that restricts how a claimed game server is chosen.</p>
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*/
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inline const ClaimFilterOption& GetFilterOption() const{ return m_filterOption; }
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inline bool FilterOptionHasBeenSet() const { return m_filterOptionHasBeenSet; }
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inline void SetFilterOption(const ClaimFilterOption& value) { m_filterOptionHasBeenSet = true; m_filterOption = value; }
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inline void SetFilterOption(ClaimFilterOption&& value) { m_filterOptionHasBeenSet = true; m_filterOption = std::move(value); }
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inline ClaimGameServerRequest& WithFilterOption(const ClaimFilterOption& value) { SetFilterOption(value); return *this;}
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inline ClaimGameServerRequest& WithFilterOption(ClaimFilterOption&& value) { SetFilterOption(std::move(value)); return *this;}
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///@}
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private:
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Aws::String m_gameServerGroupName;
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bool m_gameServerGroupNameHasBeenSet = false;
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Aws::String m_gameServerId;
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bool m_gameServerIdHasBeenSet = false;
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Aws::String m_gameServerData;
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bool m_gameServerDataHasBeenSet = false;
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ClaimFilterOption m_filterOption;
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bool m_filterOptionHasBeenSet = 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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