AWS SDK for C++

AWS SDK for C++ Version 1.11.746

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RegisterGameServerRequest.h
1
6#pragma once
7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/gamelift/GameLift_EXPORTS.h>
10
11#include <utility>
12
13namespace Aws {
14namespace GameLift {
15namespace Model {
16
20 public:
21 AWS_GAMELIFT_API RegisterGameServerRequest() = default;
22
23 // Service request name is the Operation name which will send this request out,
24 // each operation should has unique request name, so that we can get operation's name from this request.
25 // Note: this is not true for response, multiple operations may have the same response name,
26 // so we can not get operation's name from response.
27 inline virtual const char* GetServiceRequestName() const override { return "RegisterGameServer"; }
28
29 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
30
32
34
38 inline const Aws::String& GetGameServerGroupName() const { return m_gameServerGroupName; }
39 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
40 template <typename GameServerGroupNameT = Aws::String>
41 void SetGameServerGroupName(GameServerGroupNameT&& value) {
42 m_gameServerGroupNameHasBeenSet = true;
43 m_gameServerGroupName = std::forward<GameServerGroupNameT>(value);
44 }
45 template <typename GameServerGroupNameT = Aws::String>
46 RegisterGameServerRequest& WithGameServerGroupName(GameServerGroupNameT&& value) {
47 SetGameServerGroupName(std::forward<GameServerGroupNameT>(value));
48 return *this;
49 }
51
53
58 inline const Aws::String& GetGameServerId() const { return m_gameServerId; }
59 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
60 template <typename GameServerIdT = Aws::String>
61 void SetGameServerId(GameServerIdT&& value) {
62 m_gameServerIdHasBeenSet = true;
63 m_gameServerId = std::forward<GameServerIdT>(value);
64 }
65 template <typename GameServerIdT = Aws::String>
67 SetGameServerId(std::forward<GameServerIdT>(value));
68 return *this;
69 }
71
73
78 inline const Aws::String& GetInstanceId() const { return m_instanceId; }
79 inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; }
80 template <typename InstanceIdT = Aws::String>
81 void SetInstanceId(InstanceIdT&& value) {
82 m_instanceIdHasBeenSet = true;
83 m_instanceId = std::forward<InstanceIdT>(value);
84 }
85 template <typename InstanceIdT = Aws::String>
87 SetInstanceId(std::forward<InstanceIdT>(value));
88 return *this;
89 }
91
93
98 inline const Aws::String& GetConnectionInfo() const { return m_connectionInfo; }
99 inline bool ConnectionInfoHasBeenSet() const { return m_connectionInfoHasBeenSet; }
100 template <typename ConnectionInfoT = Aws::String>
101 void SetConnectionInfo(ConnectionInfoT&& value) {
102 m_connectionInfoHasBeenSet = true;
103 m_connectionInfo = std::forward<ConnectionInfoT>(value);
104 }
105 template <typename ConnectionInfoT = Aws::String>
107 SetConnectionInfo(std::forward<ConnectionInfoT>(value));
108 return *this;
109 }
111
113
118 inline const Aws::String& GetGameServerData() const { return m_gameServerData; }
119 inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
120 template <typename GameServerDataT = Aws::String>
121 void SetGameServerData(GameServerDataT&& value) {
122 m_gameServerDataHasBeenSet = true;
123 m_gameServerData = std::forward<GameServerDataT>(value);
124 }
125 template <typename GameServerDataT = Aws::String>
127 SetGameServerData(std::forward<GameServerDataT>(value));
128 return *this;
129 }
131 private:
132 Aws::String m_gameServerGroupName;
133
134 Aws::String m_gameServerId;
135
136 Aws::String m_instanceId;
137
138 Aws::String m_connectionInfo;
139
140 Aws::String m_gameServerData;
141 bool m_gameServerGroupNameHasBeenSet = false;
142 bool m_gameServerIdHasBeenSet = false;
143 bool m_instanceIdHasBeenSet = false;
144 bool m_connectionInfoHasBeenSet = false;
145 bool m_gameServerDataHasBeenSet = false;
146};
147
148} // namespace Model
149} // namespace GameLift
150} // namespace Aws
RegisterGameServerRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
RegisterGameServerRequest & WithGameServerId(GameServerIdT &&value)
AWS_GAMELIFT_API RegisterGameServerRequest()=default
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
RegisterGameServerRequest & WithConnectionInfo(ConnectionInfoT &&value)
RegisterGameServerRequest & WithGameServerData(GameServerDataT &&value)
virtual const char * GetServiceRequestName() const override
RegisterGameServerRequest & WithInstanceId(InstanceIdT &&value)
void SetGameServerGroupName(GameServerGroupNameT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String