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/GameServerGroupDeleteOption.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 DeleteGameServerGroupRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API DeleteGameServerGroupRequest();
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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 "DeleteGameServerGroup"; }
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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. Use either the name or ARN
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* value.</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 DeleteGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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inline DeleteGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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inline DeleteGameServerGroupRequest& 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>The type of delete to perform. Options include the following:</p> <ul> <li>
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* <p> <code>SAFE_DELETE</code> – (default) Terminates the game server group and
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* Amazon EC2 Auto Scaling group only when it has no game servers that are in
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* <code>UTILIZED</code> status.</p> </li> <li> <p> <code>FORCE_DELETE</code> –
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* Terminates the game server group, including all active game servers regardless
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* of their utilization status, and the Amazon EC2 Auto Scaling group. </p> </li>
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* <li> <p> <code>RETAIN</code> – Does a safe delete of the game server group but
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* retains the Amazon EC2 Auto Scaling group as is.</p> </li> </ul>
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*/
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inline const GameServerGroupDeleteOption& GetDeleteOption() const{ return m_deleteOption; }
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inline bool DeleteOptionHasBeenSet() const { return m_deleteOptionHasBeenSet; }
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inline void SetDeleteOption(const GameServerGroupDeleteOption& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = value; }
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inline void SetDeleteOption(GameServerGroupDeleteOption&& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = std::move(value); }
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inline DeleteGameServerGroupRequest& WithDeleteOption(const GameServerGroupDeleteOption& value) { SetDeleteOption(value); return *this;}
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inline DeleteGameServerGroupRequest& WithDeleteOption(GameServerGroupDeleteOption&& value) { SetDeleteOption(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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GameServerGroupDeleteOption m_deleteOption;
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bool m_deleteOptionHasBeenSet = 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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