AWS SDK for C++

AWS SDK for C++ Version 1.11.743

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UpdateGameServerRequest.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#include <aws/gamelift/model/GameServerHealthCheck.h>
11#include <aws/gamelift/model/GameServerUtilizationStatus.h>
12
13#include <utility>
14
15namespace Aws {
16namespace GameLift {
17namespace Model {
18
22 public:
23 AWS_GAMELIFT_API UpdateGameServerRequest() = default;
24
25 // Service request name is the Operation name which will send this request out,
26 // each operation should has unique request name, so that we can get operation's name from this request.
27 // Note: this is not true for response, multiple operations may have the same response name,
28 // so we can not get operation's name from response.
29 inline virtual const char* GetServiceRequestName() const override { return "UpdateGameServer"; }
30
31 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
32
34
36
40 inline const Aws::String& GetGameServerGroupName() const { return m_gameServerGroupName; }
41 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
42 template <typename GameServerGroupNameT = Aws::String>
43 void SetGameServerGroupName(GameServerGroupNameT&& value) {
44 m_gameServerGroupNameHasBeenSet = true;
45 m_gameServerGroupName = std::forward<GameServerGroupNameT>(value);
46 }
47 template <typename GameServerGroupNameT = Aws::String>
48 UpdateGameServerRequest& WithGameServerGroupName(GameServerGroupNameT&& value) {
49 SetGameServerGroupName(std::forward<GameServerGroupNameT>(value));
50 return *this;
51 }
53
55
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>
66 UpdateGameServerRequest& WithGameServerId(GameServerIdT&& value) {
67 SetGameServerId(std::forward<GameServerIdT>(value));
68 return *this;
69 }
71
73
78 inline const Aws::String& GetGameServerData() const { return m_gameServerData; }
79 inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
80 template <typename GameServerDataT = Aws::String>
81 void SetGameServerData(GameServerDataT&& value) {
82 m_gameServerDataHasBeenSet = true;
83 m_gameServerData = std::forward<GameServerDataT>(value);
84 }
85 template <typename GameServerDataT = Aws::String>
86 UpdateGameServerRequest& WithGameServerData(GameServerDataT&& value) {
87 SetGameServerData(std::forward<GameServerDataT>(value));
88 return *this;
89 }
91
93
99 inline GameServerUtilizationStatus GetUtilizationStatus() const { return m_utilizationStatus; }
100 inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
102 m_utilizationStatusHasBeenSet = true;
103 m_utilizationStatus = value;
104 }
107 return *this;
108 }
110
112
116 inline GameServerHealthCheck GetHealthCheck() const { return m_healthCheck; }
117 inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; }
119 m_healthCheckHasBeenSet = true;
120 m_healthCheck = value;
121 }
123 SetHealthCheck(value);
124 return *this;
125 }
127 private:
128 Aws::String m_gameServerGroupName;
129
130 Aws::String m_gameServerId;
131
132 Aws::String m_gameServerData;
133
135
137 bool m_gameServerGroupNameHasBeenSet = false;
138 bool m_gameServerIdHasBeenSet = false;
139 bool m_gameServerDataHasBeenSet = false;
140 bool m_utilizationStatusHasBeenSet = false;
141 bool m_healthCheckHasBeenSet = false;
142};
143
144} // namespace Model
145} // namespace GameLift
146} // namespace Aws
UpdateGameServerRequest & WithHealthCheck(GameServerHealthCheck value)
AWS_GAMELIFT_API UpdateGameServerRequest()=default
UpdateGameServerRequest & WithGameServerId(GameServerIdT &&value)
UpdateGameServerRequest & WithGameServerData(GameServerDataT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
UpdateGameServerRequest & WithUtilizationStatus(GameServerUtilizationStatus value)
void SetUtilizationStatus(GameServerUtilizationStatus value)
void SetGameServerGroupName(GameServerGroupNameT &&value)
virtual const char * GetServiceRequestName() const override
GameServerUtilizationStatus GetUtilizationStatus() const
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameServerRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String