7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/core/utils/memory/stl/AWSVector.h>
9#include <aws/gamelift/GameLiftRequest.h>
10#include <aws/gamelift/GameLift_EXPORTS.h>
11#include <aws/gamelift/model/GameServerGroupAction.h>
42 template <
typename GameServerGroupNameT = Aws::String>
44 m_gameServerGroupNameHasBeenSet =
true;
45 m_gameServerGroupName = std::forward<GameServerGroupNameT>(value);
47 template <
typename GameServerGroupNameT = Aws::String>
60 template <
typename ResumeActionsT = Aws::Vector<GameServerGroupAction>>
62 m_resumeActionsHasBeenSet =
true;
63 m_resumeActions = std::forward<ResumeActionsT>(value);
65 template <
typename ResumeActionsT = Aws::Vector<GameServerGroupAction>>
71 m_resumeActionsHasBeenSet =
true;
72 m_resumeActions.push_back(value);
80 bool m_gameServerGroupNameHasBeenSet =
false;
81 bool m_resumeActionsHasBeenSet =
false;
bool ResumeActionsHasBeenSet() const
virtual const char * GetServiceRequestName() const override
ResumeGameServerGroupRequest & AddResumeActions(GameServerGroupAction value)
AWS_GAMELIFT_API ResumeGameServerGroupRequest()=default
void SetGameServerGroupName(GameServerGroupNameT &&value)
const Aws::Vector< GameServerGroupAction > & GetResumeActions() const
void SetResumeActions(ResumeActionsT &&value)
bool GameServerGroupNameHasBeenSet() const
const Aws::String & GetGameServerGroupName() const
ResumeGameServerGroupRequest & WithResumeActions(ResumeActionsT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
AWS_GAMELIFT_API Aws::String SerializePayload() const override
ResumeGameServerGroupRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
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