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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/DescribeGameServerInstancesRequest.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/core/utils/memory/stl/AWSVector.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class DescribeGameServerInstancesRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API DescribeGameServerInstancesRequest();
// 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 "DescribeGameServerInstances"; }
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. Use either the name or ARN
* value.</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 DescribeGameServerInstancesRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
inline DescribeGameServerInstancesRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
inline DescribeGameServerInstancesRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
///@}
///@{
/**
* <p>The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2
* instance IDs use a 17-character format, for example:
* <code>i-1234567890abcdef0</code>. To retrieve all instances in the game server
* group, leave this parameter empty. </p>
*/
inline const Aws::Vector<Aws::String>& GetInstanceIds() const{ return m_instanceIds; }
inline bool InstanceIdsHasBeenSet() const { return m_instanceIdsHasBeenSet; }
inline void SetInstanceIds(const Aws::Vector<Aws::String>& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = value; }
inline void SetInstanceIds(Aws::Vector<Aws::String>&& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = std::move(value); }
inline DescribeGameServerInstancesRequest& WithInstanceIds(const Aws::Vector<Aws::String>& value) { SetInstanceIds(value); return *this;}
inline DescribeGameServerInstancesRequest& WithInstanceIds(Aws::Vector<Aws::String>&& value) { SetInstanceIds(std::move(value)); return *this;}
inline DescribeGameServerInstancesRequest& AddInstanceIds(const Aws::String& value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(value); return *this; }
inline DescribeGameServerInstancesRequest& AddInstanceIds(Aws::String&& value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(std::move(value)); return *this; }
inline DescribeGameServerInstancesRequest& AddInstanceIds(const char* value) { m_instanceIdsHasBeenSet = true; m_instanceIds.push_back(value); return *this; }
///@}
///@{
/**
* <p>The maximum number of results to return. Use this parameter with
* <code>NextToken</code> to get results as a set of sequential pages.</p>
*/
inline int GetLimit() const{ return m_limit; }
inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
inline DescribeGameServerInstancesRequest& WithLimit(int value) { SetLimit(value); return *this;}
///@}
///@{
/**
* <p>A token that indicates the start of the next sequential page of results. Use
* the token that is returned with a previous call to this operation. To start at
* the beginning of the result set, do not specify a value.</p>
*/
inline const Aws::String& GetNextToken() const{ return m_nextToken; }
inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
inline DescribeGameServerInstancesRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
inline DescribeGameServerInstancesRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
inline DescribeGameServerInstancesRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
///@}
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet = false;
Aws::Vector<Aws::String> m_instanceIds;
bool m_instanceIdsHasBeenSet = false;
int m_limit;
bool m_limitHasBeenSet = false;
Aws::String m_nextToken;
bool m_nextTokenHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws