82 lines
3.5 KiB
C++
82 lines
3.5 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/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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*/
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class GetInstanceAccessRequest : public GameLiftRequest
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{
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public:
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AWS_GAMELIFT_API GetInstanceAccessRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "GetInstanceAccess"; }
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AWS_GAMELIFT_API Aws::String SerializePayload() const override;
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AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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///@{
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/**
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* <p>A unique identifier for the fleet that contains the instance you want to
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* access. You can request access to instances in EC2 fleets with the following
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* statuses: <code>ACTIVATING</code>, <code>ACTIVE</code>, or <code>ERROR</code>.
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* Use either a fleet ID or an ARN value. </p> <p>You can access fleets in
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* <code>ERROR</code> status for a short period of time before Amazon GameLift
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* deletes them.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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inline GetInstanceAccessRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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inline GetInstanceAccessRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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inline GetInstanceAccessRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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///@}
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///@{
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/**
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* <p>A unique identifier for the instance you want to access. You can access an
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* instance in any status.</p>
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*/
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inline const Aws::String& GetInstanceId() const{ return m_instanceId; }
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inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; }
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inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; }
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inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); }
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inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); }
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inline GetInstanceAccessRequest& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;}
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inline GetInstanceAccessRequest& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;}
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inline GetInstanceAccessRequest& WithInstanceId(const char* value) { SetInstanceId(value); return *this;}
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///@}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet = false;
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Aws::String m_instanceId;
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bool m_instanceIdHasBeenSet = false;
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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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