AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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DeregisterGameServerRequest.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 <utility>
11
12namespace Aws
13{
14namespace GameLift
15{
16namespace Model
17{
18
22 {
23 public:
24 AWS_GAMELIFT_API DeregisterGameServerRequest();
25
26 // Service request name is the Operation name which will send this request out,
27 // each operation should has unique request name, so that we can get operation's name from this request.
28 // Note: this is not true for response, multiple operations may have the same response name,
29 // so we can not get operation's name from response.
30 inline virtual const char* GetServiceRequestName() const override { return "DeregisterGameServer"; }
31
32 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
33
35
36
38
42 inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
43 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
44 inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
45 inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
46 inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
49 inline DeregisterGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
51
53
56 inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
57 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
58 inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
59 inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
60 inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
61 inline DeregisterGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
62 inline DeregisterGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
63 inline DeregisterGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
65 private:
66
67 Aws::String m_gameServerGroupName;
68 bool m_gameServerGroupNameHasBeenSet = false;
69
70 Aws::String m_gameServerId;
71 bool m_gameServerIdHasBeenSet = false;
72 };
73
74} // namespace Model
75} // namespace GameLift
76} // namespace Aws
DeregisterGameServerRequest & WithGameServerGroupName(const Aws::String &value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
DeregisterGameServerRequest & WithGameServerId(const Aws::String &value)
DeregisterGameServerRequest & WithGameServerId(const char *value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
DeregisterGameServerRequest & WithGameServerGroupName(const char *value)
virtual const char * GetServiceRequestName() const override
DeregisterGameServerRequest & WithGameServerId(Aws::String &&value)
DeregisterGameServerRequest & WithGameServerGroupName(Aws::String &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String