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/core/utils/memory/stl/AWSVector.h>
11#include <aws/gamelift/model/GameServerGroupAction.h>
48 inline void SetGameServerGroupName(
const char* value) { m_gameServerGroupNameHasBeenSet =
true; m_gameServerGroupName.assign(value); }
70 bool m_gameServerGroupNameHasBeenSet =
false;
73 bool m_suspendActionsHasBeenSet =
false;
void SetGameServerGroupName(const Aws::String &value)
SuspendGameServerGroupRequest & WithGameServerGroupName(const Aws::String &value)
bool GameServerGroupNameHasBeenSet() const
const Aws::String & GetGameServerGroupName() const
SuspendGameServerGroupRequest & WithSuspendActions(const Aws::Vector< GameServerGroupAction > &value)
SuspendGameServerGroupRequest & WithGameServerGroupName(const char *value)
virtual const char * GetServiceRequestName() const override
AWS_GAMELIFT_API Aws::String SerializePayload() const override
SuspendGameServerGroupRequest & AddSuspendActions(const GameServerGroupAction &value)
SuspendGameServerGroupRequest & WithSuspendActions(Aws::Vector< GameServerGroupAction > &&value)
void SetGameServerGroupName(const char *value)
void SetSuspendActions(Aws::Vector< GameServerGroupAction > &&value)
SuspendGameServerGroupRequest & WithGameServerGroupName(Aws::String &&value)
SuspendGameServerGroupRequest & AddSuspendActions(GameServerGroupAction &&value)
void SetGameServerGroupName(Aws::String &&value)
const Aws::Vector< GameServerGroupAction > & GetSuspendActions() const
bool SuspendActionsHasBeenSet() const
AWS_GAMELIFT_API SuspendGameServerGroupRequest()
void SetSuspendActions(const Aws::Vector< GameServerGroupAction > &value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector