AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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SuspendGameServerGroupRequest.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/core/utils/memory/stl/AWSVector.h>
11#include <aws/gamelift/model/GameServerGroupAction.h>
12#include <utility>
13
14namespace Aws
15{
16namespace GameLift
17{
18namespace Model
19{
20
24 {
25 public:
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 "SuspendGameServerGroup"; }
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 inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
47 inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
48 inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
51 inline SuspendGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
53
55
58 inline const Aws::Vector<GameServerGroupAction>& GetSuspendActions() const{ return m_suspendActions; }
59 inline bool SuspendActionsHasBeenSet() const { return m_suspendActionsHasBeenSet; }
60 inline void SetSuspendActions(const Aws::Vector<GameServerGroupAction>& value) { m_suspendActionsHasBeenSet = true; m_suspendActions = value; }
61 inline void SetSuspendActions(Aws::Vector<GameServerGroupAction>&& value) { m_suspendActionsHasBeenSet = true; m_suspendActions = std::move(value); }
64 inline SuspendGameServerGroupRequest& AddSuspendActions(const GameServerGroupAction& value) { m_suspendActionsHasBeenSet = true; m_suspendActions.push_back(value); return *this; }
65 inline SuspendGameServerGroupRequest& AddSuspendActions(GameServerGroupAction&& value) { m_suspendActionsHasBeenSet = true; m_suspendActions.push_back(std::move(value)); return *this; }
67 private:
68
69 Aws::String m_gameServerGroupName;
70 bool m_gameServerGroupNameHasBeenSet = false;
71
73 bool m_suspendActionsHasBeenSet = false;
74 };
75
76} // namespace Model
77} // namespace GameLift
78} // namespace Aws
SuspendGameServerGroupRequest & WithGameServerGroupName(const Aws::String &value)
SuspendGameServerGroupRequest & WithSuspendActions(const Aws::Vector< GameServerGroupAction > &value)
SuspendGameServerGroupRequest & WithGameServerGroupName(const char *value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
SuspendGameServerGroupRequest & AddSuspendActions(const GameServerGroupAction &value)
SuspendGameServerGroupRequest & WithSuspendActions(Aws::Vector< GameServerGroupAction > &&value)
void SetSuspendActions(Aws::Vector< GameServerGroupAction > &&value)
SuspendGameServerGroupRequest & WithGameServerGroupName(Aws::String &&value)
SuspendGameServerGroupRequest & AddSuspendActions(GameServerGroupAction &&value)
const Aws::Vector< GameServerGroupAction > & GetSuspendActions() const
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