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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/UpdateRuntimeConfigurationRequest.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/RuntimeConfiguration.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class UpdateRuntimeConfigurationRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API UpdateRuntimeConfigurationRequest();
// 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 "UpdateRuntimeConfiguration"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the fleet to update runtime configuration for. You
* can use either the fleet ID or ARN value.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
inline UpdateRuntimeConfigurationRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
inline UpdateRuntimeConfigurationRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
inline UpdateRuntimeConfigurationRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
///@}
///@{
/**
* <p>Instructions for launching server processes on fleet computes. Server
* processes run either a custom game build executable or a Realtime Servers
* script. The runtime configuration lists the types of server processes to run,
* how to launch them, and the number of processes to run concurrently.</p>
*/
inline const RuntimeConfiguration& GetRuntimeConfiguration() const{ return m_runtimeConfiguration; }
inline bool RuntimeConfigurationHasBeenSet() const { return m_runtimeConfigurationHasBeenSet; }
inline void SetRuntimeConfiguration(const RuntimeConfiguration& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = value; }
inline void SetRuntimeConfiguration(RuntimeConfiguration&& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = std::move(value); }
inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(const RuntimeConfiguration& value) { SetRuntimeConfiguration(value); return *this;}
inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(RuntimeConfiguration&& value) { SetRuntimeConfiguration(std::move(value)); return *this;}
///@}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet = false;
RuntimeConfiguration m_runtimeConfiguration;
bool m_runtimeConfigurationHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws