/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class GetInstanceAccessRequest : public GameLiftRequest { public: AWS_GAMELIFT_API GetInstanceAccessRequest(); // 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 "GetInstanceAccess"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; ///@{ /** *

A unique identifier for the fleet that contains the instance you want to * access. You can request access to instances in EC2 fleets with the following * statuses: ACTIVATING, ACTIVE, or ERROR. * Use either a fleet ID or an ARN value.

You can access fleets in * ERROR status for a short period of time before Amazon GameLift * deletes them.

*/ 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 GetInstanceAccessRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} inline GetInstanceAccessRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} inline GetInstanceAccessRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} ///@} ///@{ /** *

A unique identifier for the instance you want to access. You can access an * instance in any status.

*/ inline const Aws::String& GetInstanceId() const{ return m_instanceId; } inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; } inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; } inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); } inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); } inline GetInstanceAccessRequest& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;} inline GetInstanceAccessRequest& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;} inline GetInstanceAccessRequest& WithInstanceId(const char* value) { SetInstanceId(value); return *this;} ///@} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_instanceId; bool m_instanceIdHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws