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/core/utils/DateTime.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>Set of rule statements, used with FlexMatch, that determine how to build your
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* player matches. Each rule set describes a type of group to be created and
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* defines the parameters for acceptable player matches.</p> <p>A rule set may
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* define the following elements for a match. For detailed information and examples
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* showing how to construct a rule set, see <a
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* href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build
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* a FlexMatch rule set</a>. </p> <ul> <li> <p>Teams -- Required. A rule set must
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* define one or multiple teams for the match and set minimum and maximum team
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* sizes. For example, a rule set might describe a 4x4 match that requires all
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* eight slots to be filled. </p> </li> <li> <p>Player attributes -- Optional.
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* These attributes specify a set of player characteristics to evaluate when
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* looking for a match. Matchmaking requests that use a rule set with player
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* attributes must provide the corresponding attribute values. For example, an
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* attribute might specify a player's skill or level.</p> </li> <li> <p>Rules --
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* Optional. Rules define how to evaluate potential players for a match based on
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* player attributes. A rule might specify minimum requirements for individual
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* players, teams, or entire matches. For example, a rule might require each player
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* to meet a certain skill level, each team to have at least one player in a
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* certain role, or the match to have a minimum average skill level. or may
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* describe an entire group--such as all teams must be evenly matched or have at
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* least one player in a certain role. </p> </li> <li> <p>Expansions -- Optional.
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* Expansions allow you to relax the rules after a period of time when no
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* acceptable matches are found. This feature lets you balance getting players into
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* games in a reasonable amount of time instead of making them wait indefinitely
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* for the best possible match. For example, you might use an expansion to increase
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* the maximum skill variance between players after 30 seconds.</p> </li>
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* </ul><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingRuleSet">AWS
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* API Reference</a></p>
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*/
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class MatchmakingRuleSet
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{
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public:
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AWS_GAMELIFT_API MatchmakingRuleSet();
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AWS_GAMELIFT_API MatchmakingRuleSet(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API MatchmakingRuleSet& 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 matchmaking rule set</p>
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*/
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inline const Aws::String& GetRuleSetName() const{ return m_ruleSetName; }
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inline bool RuleSetNameHasBeenSet() const { return m_ruleSetNameHasBeenSet; }
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inline void SetRuleSetName(const Aws::String& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = value; }
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inline void SetRuleSetName(Aws::String&& value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName = std::move(value); }
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inline void SetRuleSetName(const char* value) { m_ruleSetNameHasBeenSet = true; m_ruleSetName.assign(value); }
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inline MatchmakingRuleSet& WithRuleSetName(const Aws::String& value) { SetRuleSetName(value); return *this;}
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inline MatchmakingRuleSet& WithRuleSetName(Aws::String&& value) { SetRuleSetName(std::move(value)); return *this;}
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inline MatchmakingRuleSet& WithRuleSetName(const char* value) { SetRuleSetName(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 matchmaking rule set resource and uniquely
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* identifies it. ARNs are unique across all Regions. Format is
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* <code>arn:aws:gamelift:<region>::matchmakingruleset/<ruleset
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* name></code>. In a GameLift rule set ARN, the resource ID matches the
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* <i>RuleSetName</i> value.</p>
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*/
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inline const Aws::String& GetRuleSetArn() const{ return m_ruleSetArn; }
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inline bool RuleSetArnHasBeenSet() const { return m_ruleSetArnHasBeenSet; }
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inline void SetRuleSetArn(const Aws::String& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = value; }
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inline void SetRuleSetArn(Aws::String&& value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn = std::move(value); }
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inline void SetRuleSetArn(const char* value) { m_ruleSetArnHasBeenSet = true; m_ruleSetArn.assign(value); }
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inline MatchmakingRuleSet& WithRuleSetArn(const Aws::String& value) { SetRuleSetArn(value); return *this;}
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inline MatchmakingRuleSet& WithRuleSetArn(Aws::String&& value) { SetRuleSetArn(std::move(value)); return *this;}
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inline MatchmakingRuleSet& WithRuleSetArn(const char* value) { SetRuleSetArn(value); return *this;}
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///@}
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///@{
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline const Aws::String& GetRuleSetBody() const{ return m_ruleSetBody; }
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inline bool RuleSetBodyHasBeenSet() const { return m_ruleSetBodyHasBeenSet; }
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inline void SetRuleSetBody(const Aws::String& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = value; }
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inline void SetRuleSetBody(Aws::String&& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = std::move(value); }
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inline void SetRuleSetBody(const char* value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody.assign(value); }
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inline MatchmakingRuleSet& WithRuleSetBody(const Aws::String& value) { SetRuleSetBody(value); return *this;}
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inline MatchmakingRuleSet& WithRuleSetBody(Aws::String&& value) { SetRuleSetBody(std::move(value)); return *this;}
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inline MatchmakingRuleSet& WithRuleSetBody(const char* value) { SetRuleSetBody(value); return *this;}
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///@}
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///@{
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/**
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* <p>A time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example
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* <code>"1469498468.057"</code>).</p>
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*/
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inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; }
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inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; }
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inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; }
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inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); }
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inline MatchmakingRuleSet& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;}
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inline MatchmakingRuleSet& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;}
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///@}
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private:
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Aws::String m_ruleSetName;
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bool m_ruleSetNameHasBeenSet = false;
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Aws::String m_ruleSetArn;
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bool m_ruleSetArnHasBeenSet = false;
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Aws::String m_ruleSetBody;
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bool m_ruleSetBodyHasBeenSet = false;
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Aws::Utils::DateTime m_creationTime;
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bool m_creationTimeHasBeenSet = 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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