115 lines
5.8 KiB
C
115 lines
5.8 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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*/
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class DescribeGameServerInstancesRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API DescribeGameServerInstancesRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "DescribeGameServerInstances"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for the game server group. Use either the name or ARN
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* value.</p>
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*/
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inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
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inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
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inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
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inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
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inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
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inline DescribeGameServerInstancesRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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inline DescribeGameServerInstancesRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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inline DescribeGameServerInstancesRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
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///@}
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///@{
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/**
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* <p>The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2
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* instance IDs use a 17-character format, for example:
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* <code>i-1234567890abcdef0</code>. To retrieve all instances in the game server
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* group, leave this parameter empty. </p>
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*/
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inline const Aws::Vector<Aws::String>& GetInstanceIds() const{ return m_instanceIds; }
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inline bool InstanceIdsHasBeenSet() const { return m_instanceIdsHasBeenSet; }
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inline void SetInstanceIds(const Aws::Vector<Aws::String>& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = value; }
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inline void SetInstanceIds(Aws::Vector<Aws::String>&& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = std::move(value); }
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inline DescribeGameServerInstancesRequest& WithInstanceIds(const Aws::Vector<Aws::String>& value) { SetInstanceIds(value); return *this;}
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inline DescribeGameServerInstancesRequest& WithInstanceIds(Aws::Vector<Aws::String>&& value) { SetInstanceIds(std::move(value)); return *this;}
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inline DescribeGameServerInstancesRequest& AddInstanceIds(const Aws::String& value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(value); return *this; }
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inline DescribeGameServerInstancesRequest& AddInstanceIds(Aws::String&& value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(std::move(value)); return *this; }
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inline DescribeGameServerInstancesRequest& AddInstanceIds(const char* value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(value); return *this; }
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///@}
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///@{
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/**
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* <p>The maximum number of results to return. Use this parameter with
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* <code>NextToken</code> to get results as a set of sequential pages.</p>
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*/
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inline int GetLimit() const{ return m_limit; }
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inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
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inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
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inline DescribeGameServerInstancesRequest& WithLimit(int value) { SetLimit(value); return *this;}
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///@}
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///@{
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/**
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* <p>A token that indicates the start of the next sequential page of results. Use
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* the token that is returned with a previous call to this operation. To start at
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* the beginning of the result set, do not specify a value.</p>
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*/
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inline const Aws::String& GetNextToken() const{ return m_nextToken; }
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inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
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inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
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inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
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inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
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inline DescribeGameServerInstancesRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
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inline DescribeGameServerInstancesRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
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inline DescribeGameServerInstancesRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
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///@}
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private:
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Aws::String m_gameServerGroupName;
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bool m_gameServerGroupNameHasBeenSet = false;
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Aws::Vector<Aws::String> m_instanceIds;
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bool m_instanceIdsHasBeenSet = false;
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int m_limit;
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bool m_limitHasBeenSet = false;
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Aws::String m_nextToken;
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bool m_nextTokenHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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