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>
48 inline void SetGameServerGroupName(
const char* value) { m_gameServerGroupNameHasBeenSet =
true; m_gameServerGroupName.assign(value); }
62 inline void SetGameServerId(
const char* value) { m_gameServerIdHasBeenSet =
true; m_gameServerId.assign(value); }
78 inline void SetGameServerData(
const char* value) { m_gameServerDataHasBeenSet =
true; m_gameServerData.assign(value); }
114 bool m_gameServerGroupNameHasBeenSet =
false;
117 bool m_gameServerIdHasBeenSet =
false;
120 bool m_gameServerDataHasBeenSet =
false;
123 bool m_utilizationStatusHasBeenSet =
false;
126 bool m_healthCheckHasBeenSet =
false;
const Aws::String & GetGameServerGroupName() const
UpdateGameServerRequest & WithHealthCheck(const GameServerHealthCheck &value)
UpdateGameServerRequest & WithGameServerGroupName(const Aws::String &value)
UpdateGameServerRequest & WithGameServerData(Aws::String &&value)
const Aws::String & GetGameServerData() const
UpdateGameServerRequest & WithGameServerId(const Aws::String &value)
void SetGameServerGroupName(const char *value)
UpdateGameServerRequest & WithGameServerId(Aws::String &&value)
void SetGameServerData(const char *value)
void SetHealthCheck(const GameServerHealthCheck &value)
void SetGameServerGroupName(Aws::String &&value)
UpdateGameServerRequest & WithGameServerData(const char *value)
void SetGameServerId(const char *value)
UpdateGameServerRequest & WithGameServerId(const char *value)
const GameServerHealthCheck & GetHealthCheck() const
bool UtilizationStatusHasBeenSet() const
void SetGameServerData(Aws::String &&value)
void SetGameServerGroupName(const Aws::String &value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
UpdateGameServerRequest & WithHealthCheck(GameServerHealthCheck &&value)
bool GameServerGroupNameHasBeenSet() const
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)
bool GameServerDataHasBeenSet() const
const Aws::String & GetGameServerId() const
AWS_GAMELIFT_API UpdateGameServerRequest()
void SetGameServerId(const Aws::String &value)
void SetGameServerData(const Aws::String &value)
bool HealthCheckHasBeenSet() const
bool GameServerIdHasBeenSet() const
void SetGameServerId(Aws::String &&value)
UpdateGameServerRequest & WithGameServerGroupName(Aws::String &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameServerRequest & WithUtilizationStatus(GameServerUtilizationStatus &&value)
GameServerUtilizationStatus
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String