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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/UpdateGameServerRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/GameServerUtilizationStatus.h>
#include <aws/gamelift/model/GameServerHealthCheck.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class UpdateGameServerRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API UpdateGameServerRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "UpdateGameServer"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the game server group where the game server is
* running.</p>
*/
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
inline UpdateGameServerRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
inline UpdateGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
inline UpdateGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
///@}
///@{
/**
* <p>A custom string that uniquely identifies the game server to update.</p>
*/
inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
inline UpdateGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
inline UpdateGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
inline UpdateGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
///@}
///@{
/**
* <p>A set of custom game server properties, formatted as a single string value.
* This data is passed to a game client or service when it requests information on
* game servers. </p>
*/
inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
inline UpdateGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
inline UpdateGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
inline UpdateGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;}
///@}
///@{
/**
* <p>Indicates if the game server is available or is currently hosting gameplay.
* You can update a game server status from <code>AVAILABLE</code> to
* <code>UTILIZED</code>, but you can't change a the status from
* <code>UTILIZED</code> to <code>AVAILABLE</code>.</p>
*/
inline const GameServerUtilizationStatus& GetUtilizationStatus() const{ return m_utilizationStatus; }
inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; }
inline void SetUtilizationStatus(const GameServerUtilizationStatus& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; }
inline void SetUtilizationStatus(GameServerUtilizationStatus&& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = std::move(value); }
inline UpdateGameServerRequest& WithUtilizationStatus(const GameServerUtilizationStatus& value) { SetUtilizationStatus(value); return *this;}
inline UpdateGameServerRequest& WithUtilizationStatus(GameServerUtilizationStatus&& value) { SetUtilizationStatus(std::move(value)); return *this;}
///@}
///@{
/**
* <p>Indicates health status of the game server. A request that includes this
* parameter updates the game server's <i>LastHealthCheckTime</i> timestamp. </p>
*/
inline const GameServerHealthCheck& GetHealthCheck() const{ return m_healthCheck; }
inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; }
inline void SetHealthCheck(const GameServerHealthCheck& value) { m_healthCheckHasBeenSet = true; m_healthCheck = value; }
inline void SetHealthCheck(GameServerHealthCheck&& value) { m_healthCheckHasBeenSet = true; m_healthCheck = std::move(value); }
inline UpdateGameServerRequest& WithHealthCheck(const GameServerHealthCheck& value) { SetHealthCheck(value); return *this;}
inline UpdateGameServerRequest& WithHealthCheck(GameServerHealthCheck&& value) { SetHealthCheck(std::move(value)); return *this;}
///@}
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet = false;
Aws::String m_gameServerId;
bool m_gameServerIdHasBeenSet = false;
Aws::String m_gameServerData;
bool m_gameServerDataHasBeenSet = false;
GameServerUtilizationStatus m_utilizationStatus;
bool m_utilizationStatusHasBeenSet = false;
GameServerHealthCheck m_healthCheck;
bool m_healthCheckHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws