90 lines
3.8 KiB
C++
90 lines
3.8 KiB
C++
/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/model/FleetAttributes.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/LocationState.h>
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#include <utility>
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namespace Aws
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{
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template<typename RESULT_TYPE>
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class AmazonWebServiceResult;
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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class CreateFleetResult
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{
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public:
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AWS_GAMELIFT_API CreateFleetResult();
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AWS_GAMELIFT_API CreateFleetResult(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
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AWS_GAMELIFT_API CreateFleetResult& operator=(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
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///@{
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/**
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* <p>The properties for the new fleet, including the current status. All fleets
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* are placed in <code>NEW</code> status on creation. </p>
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*/
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inline const FleetAttributes& GetFleetAttributes() const{ return m_fleetAttributes; }
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inline void SetFleetAttributes(const FleetAttributes& value) { m_fleetAttributes = value; }
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inline void SetFleetAttributes(FleetAttributes&& value) { m_fleetAttributes = std::move(value); }
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inline CreateFleetResult& WithFleetAttributes(const FleetAttributes& value) { SetFleetAttributes(value); return *this;}
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inline CreateFleetResult& WithFleetAttributes(FleetAttributes&& value) { SetFleetAttributes(std::move(value)); return *this;}
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///@}
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///@{
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/**
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* <p>The fleet's locations and life-cycle status of each location. For new fleets,
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* the status of all locations is set to <code>NEW</code>. During fleet creation,
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* Amazon GameLift updates each location status as instances are deployed there and
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* prepared for game hosting. This list includes an entry for the fleet's home
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* Region. For fleets with no remote locations, only one entry, representing the
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* home Region, is returned.</p>
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*/
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inline const Aws::Vector<LocationState>& GetLocationStates() const{ return m_locationStates; }
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inline void SetLocationStates(const Aws::Vector<LocationState>& value) { m_locationStates = value; }
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inline void SetLocationStates(Aws::Vector<LocationState>&& value) { m_locationStates = std::move(value); }
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inline CreateFleetResult& WithLocationStates(const Aws::Vector<LocationState>& value) { SetLocationStates(value); return *this;}
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inline CreateFleetResult& WithLocationStates(Aws::Vector<LocationState>&& value) { SetLocationStates(std::move(value)); return *this;}
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inline CreateFleetResult& AddLocationStates(const LocationState& value) { m_locationStates.push_back(value); return *this; }
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inline CreateFleetResult& AddLocationStates(LocationState&& value) { m_locationStates.push_back(std::move(value)); return *this; }
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///@}
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///@{
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inline const Aws::String& GetRequestId() const{ return m_requestId; }
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inline void SetRequestId(const Aws::String& value) { m_requestId = value; }
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inline void SetRequestId(Aws::String&& value) { m_requestId = std::move(value); }
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inline void SetRequestId(const char* value) { m_requestId.assign(value); }
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inline CreateFleetResult& WithRequestId(const Aws::String& value) { SetRequestId(value); return *this;}
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inline CreateFleetResult& WithRequestId(Aws::String&& value) { SetRequestId(std::move(value)); return *this;}
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inline CreateFleetResult& WithRequestId(const char* value) { SetRequestId(value); return *this;}
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///@}
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private:
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FleetAttributes m_fleetAttributes;
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Aws::Vector<LocationState> m_locationStates;
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Aws::String m_requestId;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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