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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/RoutingStrategy.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/model/RoutingStrategyType.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>The routing configuration for a fleet alias.</p> <p> <b>Related actions</b>
* </p> <p> <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All
* APIs by task</a> </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy">AWS
* API Reference</a></p>
*/
class RoutingStrategy
{
public:
AWS_GAMELIFT_API RoutingStrategy();
AWS_GAMELIFT_API RoutingStrategy(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API RoutingStrategy& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>The type of routing strategy for the alias.</p> <p>Possible routing types
* include the following:</p> <ul> <li> <p> <b>SIMPLE</b> - The alias resolves to
* one specific fleet. Use this type when routing to active fleets.</p> </li> <li>
* <p> <b>TERMINAL</b> - The alias does not resolve to a fleet but instead can be
* used to display a message to the user. A terminal alias throws a
* TerminalRoutingStrategyException with the message embedded.</p> </li> </ul>
*/
inline const RoutingStrategyType& GetType() const{ return m_type; }
inline bool TypeHasBeenSet() const { return m_typeHasBeenSet; }
inline void SetType(const RoutingStrategyType& value) { m_typeHasBeenSet = true; m_type = value; }
inline void SetType(RoutingStrategyType&& value) { m_typeHasBeenSet = true; m_type = std::move(value); }
inline RoutingStrategy& WithType(const RoutingStrategyType& value) { SetType(value); return *this;}
inline RoutingStrategy& WithType(RoutingStrategyType&& value) { SetType(std::move(value)); return *this;}
///@}
///@{
/**
* <p>A unique identifier for the fleet that the alias points to. This value is the
* fleet ID, not the fleet ARN.</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 RoutingStrategy& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
inline RoutingStrategy& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
inline RoutingStrategy& WithFleetId(const char* value) { SetFleetId(value); return *this;}
///@}
///@{
/**
* <p>The message text to be used with a terminal routing strategy.</p>
*/
inline const Aws::String& GetMessage() const{ return m_message; }
inline bool MessageHasBeenSet() const { return m_messageHasBeenSet; }
inline void SetMessage(const Aws::String& value) { m_messageHasBeenSet = true; m_message = value; }
inline void SetMessage(Aws::String&& value) { m_messageHasBeenSet = true; m_message = std::move(value); }
inline void SetMessage(const char* value) { m_messageHasBeenSet = true; m_message.assign(value); }
inline RoutingStrategy& WithMessage(const Aws::String& value) { SetMessage(value); return *this;}
inline RoutingStrategy& WithMessage(Aws::String&& value) { SetMessage(std::move(value)); return *this;}
inline RoutingStrategy& WithMessage(const char* value) { SetMessage(value); return *this;}
///@}
private:
RoutingStrategyType m_type;
bool m_typeHasBeenSet = false;
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet = false;
Aws::String m_message;
bool m_messageHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws