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/model/LocationState.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/LocationUpdateStatus.h>
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#include <aws/gamelift/model/FleetAction.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>Details about a location in a multi-location fleet.</p><p><h3>See Also:</h3>
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* <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/LocationAttributes">AWS
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* API Reference</a></p>
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*/
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class LocationAttributes
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{
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public:
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AWS_GAMELIFT_API LocationAttributes();
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AWS_GAMELIFT_API LocationAttributes(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API LocationAttributes& 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 fleet location and its current life-cycle state.</p>
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*/
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inline const LocationState& GetLocationState() const{ return m_locationState; }
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inline bool LocationStateHasBeenSet() const { return m_locationStateHasBeenSet; }
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inline void SetLocationState(const LocationState& value) { m_locationStateHasBeenSet = true; m_locationState = value; }
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inline void SetLocationState(LocationState&& value) { m_locationStateHasBeenSet = true; m_locationState = std::move(value); }
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inline LocationAttributes& WithLocationState(const LocationState& value) { SetLocationState(value); return *this;}
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inline LocationAttributes& WithLocationState(LocationState&& value) { SetLocationState(std::move(value)); return *this;}
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///@}
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///@{
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/**
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* <p>A list of fleet actions that have been suspended in the fleet location.</p>
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*/
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inline const Aws::Vector<FleetAction>& GetStoppedActions() const{ return m_stoppedActions; }
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inline bool StoppedActionsHasBeenSet() const { return m_stoppedActionsHasBeenSet; }
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inline void SetStoppedActions(const Aws::Vector<FleetAction>& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = value; }
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inline void SetStoppedActions(Aws::Vector<FleetAction>&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = std::move(value); }
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inline LocationAttributes& WithStoppedActions(const Aws::Vector<FleetAction>& value) { SetStoppedActions(value); return *this;}
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inline LocationAttributes& WithStoppedActions(Aws::Vector<FleetAction>&& value) { SetStoppedActions(std::move(value)); return *this;}
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inline LocationAttributes& AddStoppedActions(const FleetAction& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(value); return *this; }
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inline LocationAttributes& AddStoppedActions(FleetAction&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(std::move(value)); return *this; }
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///@}
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///@{
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/**
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* <p>The status of fleet activity updates to the location. The status
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* <code>PENDING_UPDATE</code> indicates that <code>StopFleetActions</code> or
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* <code>StartFleetActions</code> has been requested but the update has not yet
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* been completed for the location.</p>
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*/
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inline const LocationUpdateStatus& GetUpdateStatus() const{ return m_updateStatus; }
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inline bool UpdateStatusHasBeenSet() const { return m_updateStatusHasBeenSet; }
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inline void SetUpdateStatus(const LocationUpdateStatus& value) { m_updateStatusHasBeenSet = true; m_updateStatus = value; }
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inline void SetUpdateStatus(LocationUpdateStatus&& value) { m_updateStatusHasBeenSet = true; m_updateStatus = std::move(value); }
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inline LocationAttributes& WithUpdateStatus(const LocationUpdateStatus& value) { SetUpdateStatus(value); return *this;}
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inline LocationAttributes& WithUpdateStatus(LocationUpdateStatus&& value) { SetUpdateStatus(std::move(value)); return *this;}
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///@}
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private:
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LocationState m_locationState;
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bool m_locationStateHasBeenSet = false;
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Aws::Vector<FleetAction> m_stoppedActions;
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bool m_stoppedActionsHasBeenSet = false;
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LocationUpdateStatus m_updateStatus;
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bool m_updateStatusHasBeenSet = 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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