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/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>Current resource utilization statistics in a specified fleet or location. The
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* location value might refer to a fleet's remote location or its home
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* region.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization">AWS
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* API Reference</a></p>
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*/
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class FleetUtilization
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{
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public:
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AWS_GAMELIFT_API FleetUtilization();
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AWS_GAMELIFT_API FleetUtilization(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API FleetUtilization& 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>A unique identifier for the fleet associated with the location.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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inline FleetUtilization& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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inline FleetUtilization& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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inline FleetUtilization& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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///@}
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///@{
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
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* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
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* ARNs are unique across all Regions. Format is
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* <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
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*/
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inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
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inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; }
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inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; }
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inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); }
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inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); }
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inline FleetUtilization& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
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inline FleetUtilization& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
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inline FleetUtilization& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
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///@}
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///@{
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/**
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* <p>The number of server processes in <code>ACTIVE</code> status that are
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* currently running across all instances in the fleet location. </p>
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*/
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inline int GetActiveServerProcessCount() const{ return m_activeServerProcessCount; }
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inline bool ActiveServerProcessCountHasBeenSet() const { return m_activeServerProcessCountHasBeenSet; }
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inline void SetActiveServerProcessCount(int value) { m_activeServerProcessCountHasBeenSet = true; m_activeServerProcessCount = value; }
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inline FleetUtilization& WithActiveServerProcessCount(int value) { SetActiveServerProcessCount(value); return *this;}
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///@}
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///@{
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/**
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* <p>The number of active game sessions that are currently being hosted across all
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* instances in the fleet location.</p>
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*/
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inline int GetActiveGameSessionCount() const{ return m_activeGameSessionCount; }
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inline bool ActiveGameSessionCountHasBeenSet() const { return m_activeGameSessionCountHasBeenSet; }
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inline void SetActiveGameSessionCount(int value) { m_activeGameSessionCountHasBeenSet = true; m_activeGameSessionCount = value; }
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inline FleetUtilization& WithActiveGameSessionCount(int value) { SetActiveGameSessionCount(value); return *this;}
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///@}
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///@{
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/**
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* <p>The number of active player sessions that are currently being hosted across
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* all instances in the fleet location.</p>
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*/
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inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; }
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inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; }
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inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; }
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inline FleetUtilization& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;}
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///@}
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///@{
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/**
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* <p>The maximum number of players allowed across all game sessions that are
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* currently being hosted across all instances in the fleet location.</p>
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*/
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inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
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inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
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inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
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inline FleetUtilization& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
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///@}
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///@{
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/**
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* <p>The fleet location for the fleet utilization information, expressed as an
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* Amazon Web Services Region code, such as <code>us-west-2</code>. </p>
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*/
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inline const Aws::String& GetLocation() const{ return m_location; }
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inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; }
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inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; }
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inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); }
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inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); }
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inline FleetUtilization& WithLocation(const Aws::String& value) { SetLocation(value); return *this;}
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inline FleetUtilization& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;}
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inline FleetUtilization& WithLocation(const char* value) { SetLocation(value); return *this;}
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///@}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet = false;
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Aws::String m_fleetArn;
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bool m_fleetArnHasBeenSet = false;
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int m_activeServerProcessCount;
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bool m_activeServerProcessCountHasBeenSet = false;
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int m_activeGameSessionCount;
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bool m_activeGameSessionCountHasBeenSet = false;
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int m_currentPlayerSessionCount;
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bool m_currentPlayerSessionCountHasBeenSet = false;
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int m_maximumPlayerSessionCount;
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bool m_maximumPlayerSessionCountHasBeenSet = false;
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Aws::String m_location;
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bool m_locationHasBeenSet = 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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