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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/ContainerIdentifier.h
2026-02-28 12:32:28 -05:00

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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/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>A unique identifier for a container in a compute on a managed container fleet
* instance. This information makes it possible to remotely connect to a specific
* container on a fleet instance.</p> <p> <b>Related to:</b>
* <a>ContainerAttribute</a> </p> <p> <b>Use with: </b> <a>GetComputeAccess</a>
* </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ContainerIdentifier">AWS
* API Reference</a></p>
*/
class ContainerIdentifier
{
public:
AWS_GAMELIFT_API ContainerIdentifier();
AWS_GAMELIFT_API ContainerIdentifier(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API ContainerIdentifier& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>The identifier for a container that's running in a compute. </p>
*/
inline const Aws::String& GetContainerName() const{ return m_containerName; }
inline bool ContainerNameHasBeenSet() const { return m_containerNameHasBeenSet; }
inline void SetContainerName(const Aws::String& value) { m_containerNameHasBeenSet = true; m_containerName = value; }
inline void SetContainerName(Aws::String&& value) { m_containerNameHasBeenSet = true; m_containerName = std::move(value); }
inline void SetContainerName(const char* value) { m_containerNameHasBeenSet = true; m_containerName.assign(value); }
inline ContainerIdentifier& WithContainerName(const Aws::String& value) { SetContainerName(value); return *this;}
inline ContainerIdentifier& WithContainerName(Aws::String&& value) { SetContainerName(std::move(value)); return *this;}
inline ContainerIdentifier& WithContainerName(const char* value) { SetContainerName(value); return *this;}
///@}
///@{
/**
* <p>The runtime ID for the container that's running in a compute. This value is
* unique within the compute. It is returned as a <code>ContainerAttribute</code>
* value in a <code>Compute</code> object.</p>
*/
inline const Aws::String& GetContainerRuntimeId() const{ return m_containerRuntimeId; }
inline bool ContainerRuntimeIdHasBeenSet() const { return m_containerRuntimeIdHasBeenSet; }
inline void SetContainerRuntimeId(const Aws::String& value) { m_containerRuntimeIdHasBeenSet = true; m_containerRuntimeId = value; }
inline void SetContainerRuntimeId(Aws::String&& value) { m_containerRuntimeIdHasBeenSet = true; m_containerRuntimeId = std::move(value); }
inline void SetContainerRuntimeId(const char* value) { m_containerRuntimeIdHasBeenSet = true; m_containerRuntimeId.assign(value); }
inline ContainerIdentifier& WithContainerRuntimeId(const Aws::String& value) { SetContainerRuntimeId(value); return *this;}
inline ContainerIdentifier& WithContainerRuntimeId(Aws::String&& value) { SetContainerRuntimeId(std::move(value)); return *this;}
inline ContainerIdentifier& WithContainerRuntimeId(const char* value) { SetContainerRuntimeId(value); return *this;}
///@}
private:
Aws::String m_containerName;
bool m_containerNameHasBeenSet = false;
Aws::String m_containerRuntimeId;
bool m_containerRuntimeIdHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws