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

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4.9 KiB
C++

/**
* 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 <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/LocationState.h>
#include <utility>
namespace Aws
{
template<typename RESULT_TYPE>
class AmazonWebServiceResult;
namespace Utils
{
namespace Json
{
class JsonValue;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
class CreateFleetLocationsResult
{
public:
AWS_GAMELIFT_API CreateFleetLocationsResult();
AWS_GAMELIFT_API CreateFleetLocationsResult(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
AWS_GAMELIFT_API CreateFleetLocationsResult& operator=(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
///@{
/**
* <p>A unique identifier for the fleet that was updated with new locations.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
inline void SetFleetId(const Aws::String& value) { m_fleetId = value; }
inline void SetFleetId(Aws::String&& value) { m_fleetId = std::move(value); }
inline void SetFleetId(const char* value) { m_fleetId.assign(value); }
inline CreateFleetLocationsResult& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
inline CreateFleetLocationsResult& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
inline CreateFleetLocationsResult& WithFleetId(const char* value) { SetFleetId(value); return *this;}
///@}
///@{
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* <code>arn:aws:gamelift:&lt;region&gt;::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.
* </p>
*/
inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
inline void SetFleetArn(const Aws::String& value) { m_fleetArn = value; }
inline void SetFleetArn(Aws::String&& value) { m_fleetArn = std::move(value); }
inline void SetFleetArn(const char* value) { m_fleetArn.assign(value); }
inline CreateFleetLocationsResult& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
inline CreateFleetLocationsResult& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
inline CreateFleetLocationsResult& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
///@}
///@{
/**
* <p>The remote locations that are being added to the fleet, and the life-cycle
* status of each location. For new locations, the status is set to
* <code>NEW</code>. During location creation, Amazon GameLift updates each
* location's status as instances are deployed there and prepared for game hosting.
* This list does not include the fleet home Region or any remote locations that
* were already added to the fleet.</p>
*/
inline const Aws::Vector<LocationState>& GetLocationStates() const{ return m_locationStates; }
inline void SetLocationStates(const Aws::Vector<LocationState>& value) { m_locationStates = value; }
inline void SetLocationStates(Aws::Vector<LocationState>&& value) { m_locationStates = std::move(value); }
inline CreateFleetLocationsResult& WithLocationStates(const Aws::Vector<LocationState>& value) { SetLocationStates(value); return *this;}
inline CreateFleetLocationsResult& WithLocationStates(Aws::Vector<LocationState>&& value) { SetLocationStates(std::move(value)); return *this;}
inline CreateFleetLocationsResult& AddLocationStates(const LocationState& value) { m_locationStates.push_back(value); return *this; }
inline CreateFleetLocationsResult& AddLocationStates(LocationState&& value) { m_locationStates.push_back(std::move(value)); return *this; }
///@}
///@{
inline const Aws::String& GetRequestId() const{ return m_requestId; }
inline void SetRequestId(const Aws::String& value) { m_requestId = value; }
inline void SetRequestId(Aws::String&& value) { m_requestId = std::move(value); }
inline void SetRequestId(const char* value) { m_requestId.assign(value); }
inline CreateFleetLocationsResult& WithRequestId(const Aws::String& value) { SetRequestId(value); return *this;}
inline CreateFleetLocationsResult& WithRequestId(Aws::String&& value) { SetRequestId(std::move(value)); return *this;}
inline CreateFleetLocationsResult& WithRequestId(const char* value) { SetRequestId(value); return *this;}
///@}
private:
Aws::String m_fleetId;
Aws::String m_fleetArn;
Aws::Vector<LocationState> m_locationStates;
Aws::String m_requestId;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws