AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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DescribeGameServerRequest.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 DescribeGameServerRequest();
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 "DescribeGameServer"; }
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); }
48 inline DescribeGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
49 inline DescribeGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
51
53
57 inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
58 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
59 inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
60 inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
61 inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
62 inline DescribeGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
63 inline DescribeGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
64 inline DescribeGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
66 private:
67
68 Aws::String m_gameServerGroupName;
69 bool m_gameServerGroupNameHasBeenSet = false;
70
71 Aws::String m_gameServerId;
72 bool m_gameServerIdHasBeenSet = false;
73 };
74
75} // namespace Model
76} // namespace GameLift
77} // namespace Aws
AWS_GAMELIFT_API Aws::String SerializePayload() const override
virtual const char * GetServiceRequestName() const override
DescribeGameServerRequest & WithGameServerGroupName(const char *value)
DescribeGameServerRequest & WithGameServerGroupName(Aws::String &&value)
DescribeGameServerRequest & WithGameServerId(const char *value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
DescribeGameServerRequest & WithGameServerId(Aws::String &&value)
DescribeGameServerRequest & WithGameServerId(const Aws::String &value)
DescribeGameServerRequest & WithGameServerGroupName(const Aws::String &value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String