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