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>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Regional latency information for a player, used when requesting a new game
* session. This value indicates the amount of time lag that exists when the player
* is connected to a fleet in the specified Region. The relative difference between
* a player's latency values for multiple Regions are used to determine which
* fleets are best suited to place a new game session for the player.
* </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency">AWS
* API Reference</a></p>
*/
class PlayerLatency
{
public:
AWS_GAMELIFT_API PlayerLatency();
AWS_GAMELIFT_API PlayerLatency(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API PlayerLatency& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
inline PlayerLatency& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
inline PlayerLatency& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
inline PlayerLatency& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
///@}
///@{
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline const Aws::String& GetRegionIdentifier() const{ return m_regionIdentifier; }
inline bool RegionIdentifierHasBeenSet() const { return m_regionIdentifierHasBeenSet; }
inline void SetRegionIdentifier(const Aws::String& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = value; }
inline void SetRegionIdentifier(Aws::String&& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = std::move(value); }
inline void SetRegionIdentifier(const char* value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier.assign(value); }
inline PlayerLatency& WithRegionIdentifier(const Aws::String& value) { SetRegionIdentifier(value); return *this;}
inline PlayerLatency& WithRegionIdentifier(Aws::String&& value) { SetRegionIdentifier(std::move(value)); return *this;}
inline PlayerLatency& WithRegionIdentifier(const char* value) { SetRegionIdentifier(value); return *this;}
///@}
///@{
/**
* <p>Amount of time that represents the time lag experienced by the player when
* connected to the specified Region.</p>
*/
inline double GetLatencyInMilliseconds() const{ return m_latencyInMilliseconds; }
inline bool LatencyInMillisecondsHasBeenSet() const { return m_latencyInMillisecondsHasBeenSet; }
inline void SetLatencyInMilliseconds(double value) { m_latencyInMillisecondsHasBeenSet = true; m_latencyInMilliseconds = value; }
inline PlayerLatency& WithLatencyInMilliseconds(double value) { SetLatencyInMilliseconds(value); return *this;}
///@}
private:
Aws::String m_playerId;
bool m_playerIdHasBeenSet = false;
Aws::String m_regionIdentifier;
bool m_regionIdentifierHasBeenSet = false;
double m_latencyInMilliseconds;
bool m_latencyInMillisecondsHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws