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>Represents status information for a VPC peering connection. Status codes and
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* messages are provided from EC2 (see <a
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* href="https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html">VpcPeeringConnectionStateReason</a>).
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* Connection status information is also communicated as a fleet
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* event.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnectionStatus">AWS
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* API Reference</a></p>
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*/
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class VpcPeeringConnectionStatus
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{
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public:
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AWS_GAMELIFT_API VpcPeeringConnectionStatus();
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AWS_GAMELIFT_API VpcPeeringConnectionStatus(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API VpcPeeringConnectionStatus& 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>Code indicating the status of a VPC peering connection.</p>
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*/
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inline const Aws::String& GetCode() const{ return m_code; }
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inline bool CodeHasBeenSet() const { return m_codeHasBeenSet; }
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inline void SetCode(const Aws::String& value) { m_codeHasBeenSet = true; m_code = value; }
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inline void SetCode(Aws::String&& value) { m_codeHasBeenSet = true; m_code = std::move(value); }
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inline void SetCode(const char* value) { m_codeHasBeenSet = true; m_code.assign(value); }
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inline VpcPeeringConnectionStatus& WithCode(const Aws::String& value) { SetCode(value); return *this;}
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inline VpcPeeringConnectionStatus& WithCode(Aws::String&& value) { SetCode(std::move(value)); return *this;}
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inline VpcPeeringConnectionStatus& WithCode(const char* value) { SetCode(value); return *this;}
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///@}
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///@{
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/**
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* <p>Additional messaging associated with the connection status. </p>
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*/
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inline const Aws::String& GetMessage() const{ return m_message; }
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inline bool MessageHasBeenSet() const { return m_messageHasBeenSet; }
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inline void SetMessage(const Aws::String& value) { m_messageHasBeenSet = true; m_message = value; }
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inline void SetMessage(Aws::String&& value) { m_messageHasBeenSet = true; m_message = std::move(value); }
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inline void SetMessage(const char* value) { m_messageHasBeenSet = true; m_message.assign(value); }
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inline VpcPeeringConnectionStatus& WithMessage(const Aws::String& value) { SetMessage(value); return *this;}
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inline VpcPeeringConnectionStatus& WithMessage(Aws::String&& value) { SetMessage(std::move(value)); return *this;}
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inline VpcPeeringConnectionStatus& WithMessage(const char* value) { SetMessage(value); return *this;}
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///@}
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private:
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Aws::String m_code;
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bool m_codeHasBeenSet = false;
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Aws::String m_message;
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bool m_messageHasBeenSet = 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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