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

104 lines
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/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/Tag.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class CreateMatchmakingRuleSetRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API CreateMatchmakingRuleSetRequest();
// 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 "CreateMatchmakingRuleSet"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the matchmaking rule set. A matchmaking configuration
* identifies the rule set it uses by this name value. Note that the rule set name
* is different from the optional <code>name</code> field in the rule set body.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
inline CreateMatchmakingRuleSetRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
inline CreateMatchmakingRuleSetRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
inline CreateMatchmakingRuleSetRequest& WithName(const char* value) { SetName(value); return *this;}
///@}
///@{
/**
* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
* not allowed in JSON, but most elements support a description field.</p>
*/
inline const Aws::String& GetRuleSetBody() const{ return m_ruleSetBody; }
inline bool RuleSetBodyHasBeenSet() const { return m_ruleSetBodyHasBeenSet; }
inline void SetRuleSetBody(const Aws::String& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = value; }
inline void SetRuleSetBody(Aws::String&& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = std::move(value); }
inline void SetRuleSetBody(const char* value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody.assign(value); }
inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const Aws::String& value) { SetRuleSetBody(value); return *this;}
inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(Aws::String&& value) { SetRuleSetBody(std::move(value)); return *this;}
inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const char* value) { SetRuleSetBody(value); return *this;}
///@}
///@{
/**
* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
* developer-defined key-value pairs. Tagging Amazon Web Services resources are
* useful for resource management, access management and cost allocation. For more
* information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* Amazon Web Services Resources</a> in the <i>Amazon Web Services General
* Reference</i>.</p>
*/
inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
inline CreateMatchmakingRuleSetRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
inline CreateMatchmakingRuleSetRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
inline CreateMatchmakingRuleSetRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
inline CreateMatchmakingRuleSetRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
///@}
private:
Aws::String m_name;
bool m_nameHasBeenSet = false;
Aws::String m_ruleSetBody;
bool m_ruleSetBodyHasBeenSet = false;
Aws::Vector<Tag> m_tags;
bool m_tagsHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws