/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Temporary access credentials used for uploading game build files to Amazon * GameLift. They are valid for a limited time. If they expire before you upload * your game build, get a new set by calling RequestUploadCredentials.

See * Also:

AWS * API Reference

*/ class AwsCredentials { public: AWS_GAMELIFT_API AwsCredentials(); AWS_GAMELIFT_API AwsCredentials(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API AwsCredentials& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline const Aws::String& GetAccessKeyId() const{ return m_accessKeyId; } /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline bool AccessKeyIdHasBeenSet() const { return m_accessKeyIdHasBeenSet; } /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline void SetAccessKeyId(const Aws::String& value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId = value; } /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline void SetAccessKeyId(Aws::String&& value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId = std::move(value); } /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline void SetAccessKeyId(const char* value) { m_accessKeyIdHasBeenSet = true; m_accessKeyId.assign(value); } /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithAccessKeyId(const Aws::String& value) { SetAccessKeyId(value); return *this;} /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithAccessKeyId(Aws::String&& value) { SetAccessKeyId(std::move(value)); return *this;} /** *

Temporary key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithAccessKeyId(const char* value) { SetAccessKeyId(value); return *this;} /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline const Aws::String& GetSecretAccessKey() const{ return m_secretAccessKey; } /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline bool SecretAccessKeyHasBeenSet() const { return m_secretAccessKeyHasBeenSet; } /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline void SetSecretAccessKey(const Aws::String& value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey = value; } /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline void SetSecretAccessKey(Aws::String&& value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey = std::move(value); } /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline void SetSecretAccessKey(const char* value) { m_secretAccessKeyHasBeenSet = true; m_secretAccessKey.assign(value); } /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithSecretAccessKey(const Aws::String& value) { SetSecretAccessKey(value); return *this;} /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithSecretAccessKey(Aws::String&& value) { SetSecretAccessKey(std::move(value)); return *this;} /** *

Temporary secret key allowing access to the Amazon GameLift S3 account.

*/ inline AwsCredentials& WithSecretAccessKey(const char* value) { SetSecretAccessKey(value); return *this;} /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline const Aws::String& GetSessionToken() const{ return m_sessionToken; } /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline bool SessionTokenHasBeenSet() const { return m_sessionTokenHasBeenSet; } /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline void SetSessionToken(const Aws::String& value) { m_sessionTokenHasBeenSet = true; m_sessionToken = value; } /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline void SetSessionToken(Aws::String&& value) { m_sessionTokenHasBeenSet = true; m_sessionToken = std::move(value); } /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline void SetSessionToken(const char* value) { m_sessionTokenHasBeenSet = true; m_sessionToken.assign(value); } /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline AwsCredentials& WithSessionToken(const Aws::String& value) { SetSessionToken(value); return *this;} /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline AwsCredentials& WithSessionToken(Aws::String&& value) { SetSessionToken(std::move(value)); return *this;} /** *

Token used to associate a specific build ID with the files uploaded using * these credentials.

*/ inline AwsCredentials& WithSessionToken(const char* value) { SetSessionToken(value); return *this;} private: Aws::String m_accessKeyId; bool m_accessKeyIdHasBeenSet = false; Aws::String m_secretAccessKey; bool m_secretAccessKeyHasBeenSet = false; Aws::String m_sessionToken; bool m_sessionTokenHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws