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/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/ProtectionPolicy.h>
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#include <aws/gamelift/model/ResourceCreationLimitPolicy.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/AnywhereConfiguration.h>
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#include <utility>
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namespace Aws
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{
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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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*/
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class UpdateFleetAttributesRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API UpdateFleetAttributesRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "UpdateFleetAttributes"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for the fleet to update attribute metadata for. You can
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* use either the fleet ID or ARN value.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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inline UpdateFleetAttributesRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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inline UpdateFleetAttributesRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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inline UpdateFleetAttributesRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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inline UpdateFleetAttributesRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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inline UpdateFleetAttributesRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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inline UpdateFleetAttributesRequest& WithName(const char* value) { SetName(value); return *this;}
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///@}
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///@{
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline const Aws::String& GetDescription() const{ return m_description; }
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inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; }
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inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; }
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inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); }
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inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); }
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inline UpdateFleetAttributesRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;}
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inline UpdateFleetAttributesRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;}
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inline UpdateFleetAttributesRequest& WithDescription(const char* value) { SetDescription(value); return *this;}
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///@}
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///@{
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/**
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* <p>The game session protection policy to apply to all new game sessions created
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* in this fleet. Game sessions that already exist are not affected. You can set
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* protection for individual game sessions using <a
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* href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
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* <ul> <li> <p> <b>NoProtection</b> -- The game session can be terminated during a
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* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game
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* session is in an <code>ACTIVE</code> status, it cannot be terminated during a
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* scale-down event.</p> </li> </ul>
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*/
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inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; }
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inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; }
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inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; }
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inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); }
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inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;}
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inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;}
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///@}
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///@{
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/**
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* <p>Policy settings that limit the number of game sessions an individual player
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* can create over a span of time. </p>
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*/
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inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; }
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inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; }
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inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; }
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inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); }
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inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;}
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inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;}
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///@}
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///@{
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/**
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* <p>The name of a metric group to add this fleet to. Use a metric group in Amazon
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* CloudWatch to aggregate the metrics from multiple fleets. Provide an existing
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* metric group name, or create a new metric group by providing a new name. A fleet
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* can only be in one metric group at a time.</p>
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*/
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inline const Aws::Vector<Aws::String>& GetMetricGroups() const{ return m_metricGroups; }
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inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; }
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inline void SetMetricGroups(const Aws::Vector<Aws::String>& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; }
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inline void SetMetricGroups(Aws::Vector<Aws::String>&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); }
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inline UpdateFleetAttributesRequest& WithMetricGroups(const Aws::Vector<Aws::String>& value) { SetMetricGroups(value); return *this;}
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inline UpdateFleetAttributesRequest& WithMetricGroups(Aws::Vector<Aws::String>&& value) { SetMetricGroups(std::move(value)); return *this;}
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inline UpdateFleetAttributesRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
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inline UpdateFleetAttributesRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; }
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inline UpdateFleetAttributesRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
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///@}
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///@{
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/**
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* <p>Amazon GameLift Anywhere configuration options.</p>
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*/
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inline const AnywhereConfiguration& GetAnywhereConfiguration() const{ return m_anywhereConfiguration; }
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inline bool AnywhereConfigurationHasBeenSet() const { return m_anywhereConfigurationHasBeenSet; }
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inline void SetAnywhereConfiguration(const AnywhereConfiguration& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = value; }
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inline void SetAnywhereConfiguration(AnywhereConfiguration&& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = std::move(value); }
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inline UpdateFleetAttributesRequest& WithAnywhereConfiguration(const AnywhereConfiguration& value) { SetAnywhereConfiguration(value); return *this;}
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inline UpdateFleetAttributesRequest& WithAnywhereConfiguration(AnywhereConfiguration&& value) { SetAnywhereConfiguration(std::move(value)); return *this;}
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///@}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet = false;
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Aws::String m_name;
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bool m_nameHasBeenSet = false;
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Aws::String m_description;
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bool m_descriptionHasBeenSet = false;
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ProtectionPolicy m_newGameSessionProtectionPolicy;
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bool m_newGameSessionProtectionPolicyHasBeenSet = false;
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ResourceCreationLimitPolicy m_resourceCreationLimitPolicy;
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bool m_resourceCreationLimitPolicyHasBeenSet = false;
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Aws::Vector<Aws::String> m_metricGroups;
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bool m_metricGroupsHasBeenSet = false;
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AnywhereConfiguration m_anywhereConfiguration;
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bool m_anywhereConfigurationHasBeenSet = 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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