Lesson 35 - Get Compute Auth Token Working
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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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#pragma once
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#include "Containers/UnrealString.h"
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#include "Containers/Array.h"
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struct GameLiftAnywhereResult
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{
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bool bIsSuccessful;
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FString ErrorMessage;
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};
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struct GameLiftAnywhereCreateLocationResult : public GameLiftAnywhereResult
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{
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FString LocationName;
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};
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struct GameLiftAnywhereCreateFleetResult : public GameLiftAnywhereResult
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{
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FString FleetName;
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FString FleetId;
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};
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struct GameLiftAnywhereAddFleetLocationResult : public GameLiftAnywhereResult
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{
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FString LocationName;
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FString FleetId;
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};
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struct GameLiftAnywhereDescribeFleetsResult : public GameLiftAnywhereResult
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{
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struct FleetAttributes
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{
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FString FleetName;
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FString FleetId;
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};
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TArray<FleetAttributes> Fleets;
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};
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struct GameLiftAnywhereRegisterComputeResult : public GameLiftAnywhereResult
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{
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FString ComputeName;
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FString LinkedFleetId;
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FString RegisteredIPAddress;
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};
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struct GameLiftAnywhereAuthTokenResult : public GameLiftAnywhereResult
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{
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FString AuthToken;
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FDateTime ExpirationTime;
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};
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class IGameLiftAnywhereHandler
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{
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public:
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virtual ~IGameLiftAnywhereHandler() = default;
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virtual GameLiftAnywhereCreateLocationResult CreateCustomLocation(const FString& InRegion) = 0;
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virtual GameLiftAnywhereCreateFleetResult CreateFleet(const FString& InFleetName, const FString& InCustomLocation) = 0;
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virtual GameLiftAnywhereAddFleetLocationResult AddFleetLocation(const FString& InFleetId, const FString& InCustomLocation) = 0;
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virtual GameLiftAnywhereDescribeFleetsResult DescribeAnywhereFleets() = 0;
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virtual GameLiftAnywhereRegisterComputeResult RegisterCompute(const FString& InComputeName, const FString& InIPAddress, const FString& InFleetId, const FString& InCustomLocation) = 0;
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virtual GameLiftAnywhereAuthTokenResult GenerateAuthToken(const FString& InFleetId, const FString& InComputeName) = 0;
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};
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