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

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