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 <aws/gamelift/model/GameServerInstanceStatus.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> <b>This data type is used with the Amazon GameLift FleetIQ and game server
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* groups.</b> </p> <p> Additional properties, including status, that describe an
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* EC2 instance in a game server group. Instance configurations are set with game
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* server group properties (see <code>DescribeGameServerGroup</code> and with the
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* EC2 launch template that was used when creating the game server group. </p>
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* <p>Retrieve game server instances for a game server group by calling
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* <code>DescribeGameServerInstances</code>. </p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerInstance">AWS
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* API Reference</a></p>
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*/
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class GameServerInstance
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{
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public:
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AWS_GAMELIFT_API GameServerInstance();
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AWS_GAMELIFT_API GameServerInstance(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API GameServerInstance& 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 developer-defined identifier for the game server group that includes the
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* game server instance. The name is unique for each Region in each Amazon Web
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* Services account.</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 GameServerInstance& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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inline GameServerInstance& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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inline GameServerInstance& 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 generated unique identifier for the game server group that includes the
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* game server instance. </p>
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*/
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inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; }
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inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; }
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inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; }
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inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); }
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inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); }
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inline GameServerInstance& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;}
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inline GameServerInstance& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;}
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inline GameServerInstance& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(value); return *this;}
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///@}
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///@{
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/**
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* <p>The unique identifier for the instance where the game server is running. This
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* ID is available in the instance metadata. EC2 instance IDs use a 17-character
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* format, for example: <code>i-1234567890abcdef0</code>.</p>
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*/
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inline const Aws::String& GetInstanceId() const{ return m_instanceId; }
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inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; }
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inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; }
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inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); }
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inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); }
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inline GameServerInstance& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;}
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inline GameServerInstance& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;}
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inline GameServerInstance& WithInstanceId(const char* value) { SetInstanceId(value); return *this;}
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///@}
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///@{
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/**
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* <p>Current status of the game server instance</p>
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*/
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inline const GameServerInstanceStatus& GetInstanceStatus() const{ return m_instanceStatus; }
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inline bool InstanceStatusHasBeenSet() const { return m_instanceStatusHasBeenSet; }
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inline void SetInstanceStatus(const GameServerInstanceStatus& value) { m_instanceStatusHasBeenSet = true; m_instanceStatus = value; }
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inline void SetInstanceStatus(GameServerInstanceStatus&& value) { m_instanceStatusHasBeenSet = true; m_instanceStatus = std::move(value); }
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inline GameServerInstance& WithInstanceStatus(const GameServerInstanceStatus& value) { SetInstanceStatus(value); return *this;}
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inline GameServerInstance& WithInstanceStatus(GameServerInstanceStatus&& value) { SetInstanceStatus(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_gameServerGroupArn;
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bool m_gameServerGroupArnHasBeenSet = false;
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Aws::String m_instanceId;
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bool m_instanceIdHasBeenSet = false;
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GameServerInstanceStatus m_instanceStatus;
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bool m_instanceStatusHasBeenSet = 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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