/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include 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; ///@{ /** *

A unique identifier for the game server group. Use either the name or ARN * value.

*/ 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;} ///@} ///@{ /** *

The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 * instance IDs use a 17-character format, for example: * i-1234567890abcdef0. To retrieve all instances in the game server * group, leave this parameter empty.

*/ inline const Aws::Vector& GetInstanceIds() const{ return m_instanceIds; } inline bool InstanceIdsHasBeenSet() const { return m_instanceIdsHasBeenSet; } inline void SetInstanceIds(const Aws::Vector& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = value; } inline void SetInstanceIds(Aws::Vector&& value) { m_instanceIdsHasBeenSet = true; m_instanceIds = std::move(value); } inline DescribeGameServerInstancesRequest& WithInstanceIds(const Aws::Vector& value) { SetInstanceIds(value); return *this;} inline DescribeGameServerInstancesRequest& WithInstanceIds(Aws::Vector&& 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; } ///@} ///@{ /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ 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;} ///@} ///@{ /** *

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.

*/ 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 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