// Code generated by smithy-go-codegen DO NOT EDIT. package types type DeploymentAction string // Enum values for DeploymentAction const ( DeploymentActionDeploy DeploymentAction = "DEPLOY" DeploymentActionUndeploy DeploymentAction = "UNDEPLOY" ) // Values returns all known values for DeploymentAction. Note that this can be // expanded in the future, and so it is only as up to date as the client. The // ordering of this slice is not guaranteed to be stable across updates. func (DeploymentAction) Values() []DeploymentAction { return []DeploymentAction{ "DEPLOY", "UNDEPLOY", } } type DeploymentState string // Enum values for DeploymentState const ( DeploymentStatePending DeploymentState = "PENDING" DeploymentStateInProgress DeploymentState = "IN_PROGRESS" DeploymentStateCompleted DeploymentState = "COMPLETED" DeploymentStateFailed DeploymentState = "FAILED" ) // Values returns all known values for DeploymentState. Note that this can be // expanded in the future, and so it is only as up to date as the client. The // ordering of this slice is not guaranteed to be stable across updates. func (DeploymentState) Values() []DeploymentState { return []DeploymentState{ "PENDING", "IN_PROGRESS", "COMPLETED", "FAILED", } } type GameState string // Enum values for GameState const ( GameStateActive GameState = "ACTIVE" GameStateDeleting GameState = "DELETING" ) // Values returns all known values for GameState. Note that this can be expanded // in the future, and so it is only as up to date as the client. The ordering of // this slice is not guaranteed to be stable across updates. func (GameState) Values() []GameState { return []GameState{ "ACTIVE", "DELETING", } } type GeneratedCodeJobState string // Enum values for GeneratedCodeJobState const ( GeneratedCodeJobStateInProgress GeneratedCodeJobState = "IN_PROGRESS" GeneratedCodeJobStateCompleted GeneratedCodeJobState = "COMPLETED" GeneratedCodeJobStateFailed GeneratedCodeJobState = "FAILED" GeneratedCodeJobStatePending GeneratedCodeJobState = "PENDING" ) // Values returns all known values for GeneratedCodeJobState. Note that this can // be expanded in the future, and so it is only as up to date as the client. The // ordering of this slice is not guaranteed to be stable across updates. func (GeneratedCodeJobState) Values() []GeneratedCodeJobState { return []GeneratedCodeJobState{ "IN_PROGRESS", "COMPLETED", "FAILED", "PENDING", } } type Operation string // Enum values for Operation const ( OperationAdd Operation = "ADD" OperationRemove Operation = "REMOVE" OperationReplace Operation = "REPLACE" ) // Values returns all known values for Operation. Note that this can be expanded // in the future, and so it is only as up to date as the client. The ordering of // this slice is not guaranteed to be stable across updates. func (Operation) Values() []Operation { return []Operation{ "ADD", "REMOVE", "REPLACE", } } type ResultCode string // Enum values for ResultCode const ( ResultCodeSuccess ResultCode = "SUCCESS" ResultCodeInvalidRoleFailure ResultCode = "INVALID_ROLE_FAILURE" ResultCodeUnspecifiedFailure ResultCode = "UNSPECIFIED_FAILURE" ) // Values returns all known values for ResultCode. Note that this can be expanded // in the future, and so it is only as up to date as the client. The ordering of // this slice is not guaranteed to be stable across updates. func (ResultCode) Values() []ResultCode { return []ResultCode{ "SUCCESS", "INVALID_ROLE_FAILURE", "UNSPECIFIED_FAILURE", } } type StageState string // Enum values for StageState const ( StageStateActive StageState = "ACTIVE" StageStateDeleting StageState = "DELETING" ) // Values returns all known values for StageState. Note that this can be expanded // in the future, and so it is only as up to date as the client. The ordering of // this slice is not guaranteed to be stable across updates. func (StageState) Values() []StageState { return []StageState{ "ACTIVE", "DELETING", } }