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/GameServerUtilizationStatus.h>
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#include <aws/gamelift/model/GameServerHealthCheck.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 UpdateGameServerRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API UpdateGameServerRequest();
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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 "UpdateGameServer"; }
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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 game server group where the game server is
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* running.</p>
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*/
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inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
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inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
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inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
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inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
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inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
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inline UpdateGameServerRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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inline UpdateGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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inline UpdateGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
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///@}
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///@{
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/**
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* <p>A custom string that uniquely identifies the game server to update.</p>
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*/
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inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
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inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
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inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
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inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
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inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
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inline UpdateGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
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inline UpdateGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
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inline UpdateGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A set of custom game server properties, formatted as a single string value.
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* This data is passed to a game client or service when it requests information on
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* game servers. </p>
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*/
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inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
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inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
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inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
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inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
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inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
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inline UpdateGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
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inline UpdateGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
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inline UpdateGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;}
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///@}
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///@{
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/**
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* <p>Indicates if the game server is available or is currently hosting gameplay.
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* You can update a game server status from <code>AVAILABLE</code> to
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* <code>UTILIZED</code>, but you can't change a the status from
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* <code>UTILIZED</code> to <code>AVAILABLE</code>.</p>
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*/
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inline const GameServerUtilizationStatus& GetUtilizationStatus() const{ return m_utilizationStatus; }
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inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
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inline void SetUtilizationStatus(const GameServerUtilizationStatus& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; }
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inline void SetUtilizationStatus(GameServerUtilizationStatus&& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = std::move(value); }
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inline UpdateGameServerRequest& WithUtilizationStatus(const GameServerUtilizationStatus& value) { SetUtilizationStatus(value); return *this;}
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inline UpdateGameServerRequest& WithUtilizationStatus(GameServerUtilizationStatus&& value) { SetUtilizationStatus(std::move(value)); return *this;}
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///@}
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///@{
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/**
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* <p>Indicates health status of the game server. A request that includes this
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* parameter updates the game server's <i>LastHealthCheckTime</i> timestamp. </p>
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*/
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inline const GameServerHealthCheck& GetHealthCheck() const{ return m_healthCheck; }
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inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; }
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inline void SetHealthCheck(const GameServerHealthCheck& value) { m_healthCheckHasBeenSet = true; m_healthCheck = value; }
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inline void SetHealthCheck(GameServerHealthCheck&& value) { m_healthCheckHasBeenSet = true; m_healthCheck = std::move(value); }
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inline UpdateGameServerRequest& WithHealthCheck(const GameServerHealthCheck& value) { SetHealthCheck(value); return *this;}
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inline UpdateGameServerRequest& WithHealthCheck(GameServerHealthCheck&& value) { SetHealthCheck(std::move(value)); return *this;}
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///@}
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private:
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Aws::String m_gameServerGroupName;
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bool m_gameServerGroupNameHasBeenSet = false;
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Aws::String m_gameServerId;
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bool m_gameServerIdHasBeenSet = false;
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Aws::String m_gameServerData;
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bool m_gameServerDataHasBeenSet = false;
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GameServerUtilizationStatus m_utilizationStatus;
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bool m_utilizationStatusHasBeenSet = false;
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GameServerHealthCheck m_healthCheck;
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bool m_healthCheckHasBeenSet = 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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