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