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// 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",
}
}
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