AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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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();
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 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); }
50 inline UpdateGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
51 inline UpdateGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
53
55
58 inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
59 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
60 inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
61 inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
62 inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
63 inline UpdateGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
64 inline UpdateGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
65 inline UpdateGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
67
69
74 inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
75 inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
76 inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
77 inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
78 inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
79 inline UpdateGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
80 inline UpdateGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
81 inline UpdateGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;}
83
85
91 inline const GameServerUtilizationStatus& GetUtilizationStatus() const{ return m_utilizationStatus; }
92 inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
93 inline void SetUtilizationStatus(const GameServerUtilizationStatus& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; }
94 inline void SetUtilizationStatus(GameServerUtilizationStatus&& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = std::move(value); }
98
100
104 inline const GameServerHealthCheck& GetHealthCheck() const{ return m_healthCheck; }
105 inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; }
106 inline void SetHealthCheck(const GameServerHealthCheck& value) { m_healthCheckHasBeenSet = true; m_healthCheck = value; }
107 inline void SetHealthCheck(GameServerHealthCheck&& value) { m_healthCheckHasBeenSet = true; m_healthCheck = std::move(value); }
109 inline UpdateGameServerRequest& WithHealthCheck(GameServerHealthCheck&& value) { SetHealthCheck(std::move(value)); return *this;}
111 private:
112
113 Aws::String m_gameServerGroupName;
114 bool m_gameServerGroupNameHasBeenSet = false;
115
116 Aws::String m_gameServerId;
117 bool m_gameServerIdHasBeenSet = false;
118
119 Aws::String m_gameServerData;
120 bool m_gameServerDataHasBeenSet = false;
121
122 GameServerUtilizationStatus m_utilizationStatus;
123 bool m_utilizationStatusHasBeenSet = false;
124
125 GameServerHealthCheck m_healthCheck;
126 bool m_healthCheckHasBeenSet = false;
127 };
128
129} // namespace Model
130} // namespace GameLift
131} // namespace Aws
UpdateGameServerRequest & WithHealthCheck(const GameServerHealthCheck &value)
UpdateGameServerRequest & WithGameServerGroupName(const Aws::String &value)
UpdateGameServerRequest & WithGameServerData(Aws::String &&value)
UpdateGameServerRequest & WithGameServerId(const Aws::String &value)
UpdateGameServerRequest & WithGameServerId(Aws::String &&value)
void SetHealthCheck(const GameServerHealthCheck &value)
UpdateGameServerRequest & WithGameServerData(const char *value)
UpdateGameServerRequest & WithGameServerId(const char *value)
const GameServerHealthCheck & GetHealthCheck() const
AWS_GAMELIFT_API Aws::String SerializePayload() const override
UpdateGameServerRequest & WithHealthCheck(GameServerHealthCheck &&value)
const GameServerUtilizationStatus & GetUtilizationStatus() const
UpdateGameServerRequest & WithGameServerData(const Aws::String &value)
UpdateGameServerRequest & WithUtilizationStatus(const GameServerUtilizationStatus &value)
void SetHealthCheck(GameServerHealthCheck &&value)
void SetUtilizationStatus(const GameServerUtilizationStatus &value)
virtual const char * GetServiceRequestName() const override
void SetUtilizationStatus(GameServerUtilizationStatus &&value)
UpdateGameServerRequest & WithGameServerGroupName(const char *value)
UpdateGameServerRequest & WithGameServerGroupName(Aws::String &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameServerRequest & WithUtilizationStatus(GameServerUtilizationStatus &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String