Lesson 35 - Get Compute Auth Token Working

This commit is contained in:
Norman Lansing
2026-02-28 12:32:28 -05:00
parent 1d477ee42a
commit 4fde462bce
7743 changed files with 1397833 additions and 18 deletions

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>The number and status of game server container groups that are deployed
* across a container fleet. Combine this count with the number of server processes
* that each game server container group runs to learn how many game sessions the
* fleet is capable of hosting concurrently. For example, if a fleet has 50 game
* server container groups, and the game server container in each group runs 1 game
* server process, then the fleet has the capacity to run host 50 game sessions at
* a time. </p> <p> <b>Returned by:</b> <a>DescribeFleetCapacity</a>,
* <a>DescribeFleetLocationCapacity</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerContainerGroupCounts">AWS
* API Reference</a></p>
*/
class GameServerContainerGroupCounts
{
public:
AWS_GAMELIFT_API GameServerContainerGroupCounts();
AWS_GAMELIFT_API GameServerContainerGroupCounts(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API GameServerContainerGroupCounts& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p> The number of container groups that are starting up but haven't yet
* registered. </p>
*/
inline int GetPENDING() const{ return m_pENDING; }
inline bool PENDINGHasBeenSet() const { return m_pENDINGHasBeenSet; }
inline void SetPENDING(int value) { m_pENDINGHasBeenSet = true; m_pENDING = value; }
inline GameServerContainerGroupCounts& WithPENDING(int value) { SetPENDING(value); return *this;}
///@}
///@{
/**
* <p> The number of container groups that have active game sessions. </p>
*/
inline int GetACTIVE() const{ return m_aCTIVE; }
inline bool ACTIVEHasBeenSet() const { return m_aCTIVEHasBeenSet; }
inline void SetACTIVE(int value) { m_aCTIVEHasBeenSet = true; m_aCTIVE = value; }
inline GameServerContainerGroupCounts& WithACTIVE(int value) { SetACTIVE(value); return *this;}
///@}
///@{
/**
* <p> The number of container groups that have no active game sessions. </p>
*/
inline int GetIDLE() const{ return m_iDLE; }
inline bool IDLEHasBeenSet() const { return m_iDLEHasBeenSet; }
inline void SetIDLE(int value) { m_iDLEHasBeenSet = true; m_iDLE = value; }
inline GameServerContainerGroupCounts& WithIDLE(int value) { SetIDLE(value); return *this;}
///@}
///@{
/**
* <p> The number of container groups that are in the process of shutting down.
* </p>
*/
inline int GetTERMINATING() const{ return m_tERMINATING; }
inline bool TERMINATINGHasBeenSet() const { return m_tERMINATINGHasBeenSet; }
inline void SetTERMINATING(int value) { m_tERMINATINGHasBeenSet = true; m_tERMINATING = value; }
inline GameServerContainerGroupCounts& WithTERMINATING(int value) { SetTERMINATING(value); return *this;}
///@}
private:
int m_pENDING;
bool m_pENDINGHasBeenSet = false;
int m_aCTIVE;
bool m_aCTIVEHasBeenSet = false;
int m_iDLE;
bool m_iDLEHasBeenSet = false;
int m_tERMINATING;
bool m_tERMINATINGHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws