AWS SDK for C++

AWS SDK for C++ Version 1.11.612

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UpdateGameServerRequest.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
10#include <aws/gamelift/model/GameServerUtilizationStatus.h>
11#include <aws/gamelift/model/GameServerHealthCheck.h>
12#include <utility>
13
14namespace Aws
15{
16namespace GameLift
17{
18namespace Model
19{
20
24 {
25 public:
26 AWS_GAMELIFT_API UpdateGameServerRequest() = default;
27
28 // Service request name is the Operation name which will send this request out,
29 // each operation should has unique request name, so that we can get operation's name from this request.
30 // Note: this is not true for response, multiple operations may have the same response name,
31 // so we can not get operation's name from response.
32 inline virtual const char* GetServiceRequestName() const override { return "UpdateGameServer"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
38
40
44 inline const Aws::String& GetGameServerGroupName() const { return m_gameServerGroupName; }
45 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
46 template<typename GameServerGroupNameT = Aws::String>
47 void SetGameServerGroupName(GameServerGroupNameT&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::forward<GameServerGroupNameT>(value); }
48 template<typename GameServerGroupNameT = Aws::String>
49 UpdateGameServerRequest& WithGameServerGroupName(GameServerGroupNameT&& value) { SetGameServerGroupName(std::forward<GameServerGroupNameT>(value)); return *this;}
51
53
56 inline const Aws::String& GetGameServerId() const { return m_gameServerId; }
57 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
58 template<typename GameServerIdT = Aws::String>
59 void SetGameServerId(GameServerIdT&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::forward<GameServerIdT>(value); }
60 template<typename GameServerIdT = Aws::String>
61 UpdateGameServerRequest& WithGameServerId(GameServerIdT&& value) { SetGameServerId(std::forward<GameServerIdT>(value)); return *this;}
63
65
70 inline const Aws::String& GetGameServerData() const { return m_gameServerData; }
71 inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
72 template<typename GameServerDataT = Aws::String>
73 void SetGameServerData(GameServerDataT&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::forward<GameServerDataT>(value); }
74 template<typename GameServerDataT = Aws::String>
75 UpdateGameServerRequest& WithGameServerData(GameServerDataT&& value) { SetGameServerData(std::forward<GameServerDataT>(value)); return *this;}
77
79
85 inline GameServerUtilizationStatus GetUtilizationStatus() const { return m_utilizationStatus; }
86 inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
87 inline void SetUtilizationStatus(GameServerUtilizationStatus value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; }
90
92
96 inline GameServerHealthCheck GetHealthCheck() const { return m_healthCheck; }
97 inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; }
98 inline void SetHealthCheck(GameServerHealthCheck value) { m_healthCheckHasBeenSet = true; m_healthCheck = value; }
101 private:
102
103 Aws::String m_gameServerGroupName;
104 bool m_gameServerGroupNameHasBeenSet = false;
105
106 Aws::String m_gameServerId;
107 bool m_gameServerIdHasBeenSet = false;
108
109 Aws::String m_gameServerData;
110 bool m_gameServerDataHasBeenSet = false;
111
113 bool m_utilizationStatusHasBeenSet = false;
114
116 bool m_healthCheckHasBeenSet = false;
117 };
118
119} // namespace Model
120} // namespace GameLift
121} // namespace Aws
UpdateGameServerRequest & WithHealthCheck(GameServerHealthCheck value)
AWS_GAMELIFT_API UpdateGameServerRequest()=default
UpdateGameServerRequest & WithGameServerId(GameServerIdT &&value)
UpdateGameServerRequest & WithGameServerData(GameServerDataT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
UpdateGameServerRequest & WithUtilizationStatus(GameServerUtilizationStatus value)
void SetUtilizationStatus(GameServerUtilizationStatus value)
void SetGameServerGroupName(GameServerGroupNameT &&value)
virtual const char * GetServiceRequestName() const override
GameServerUtilizationStatus GetUtilizationStatus() const
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameServerRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String