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

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/**
* 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/gamelift/model/GameServerGroupDeleteOption.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class DeleteGameServerGroupRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API DeleteGameServerGroupRequest();
// 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 "DeleteGameServerGroup"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the game server group. Use either the name or ARN
* value.</p>
*/
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
inline DeleteGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
inline DeleteGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
inline DeleteGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
///@}
///@{
/**
* <p>The type of delete to perform. Options include the following:</p> <ul> <li>
* <p> <code>SAFE_DELETE</code> (default) Terminates the game server group and
* Amazon EC2 Auto Scaling group only when it has no game servers that are in
* <code>UTILIZED</code> status.</p> </li> <li> <p> <code>FORCE_DELETE</code>
* Terminates the game server group, including all active game servers regardless
* of their utilization status, and the Amazon EC2 Auto Scaling group. </p> </li>
* <li> <p> <code>RETAIN</code> Does a safe delete of the game server group but
* retains the Amazon EC2 Auto Scaling group as is.</p> </li> </ul>
*/
inline const GameServerGroupDeleteOption& GetDeleteOption() const{ return m_deleteOption; }
inline bool DeleteOptionHasBeenSet() const { return m_deleteOptionHasBeenSet; }
inline void SetDeleteOption(const GameServerGroupDeleteOption& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = value; }
inline void SetDeleteOption(GameServerGroupDeleteOption&& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = std::move(value); }
inline DeleteGameServerGroupRequest& WithDeleteOption(const GameServerGroupDeleteOption& value) { SetDeleteOption(value); return *this;}
inline DeleteGameServerGroupRequest& WithDeleteOption(GameServerGroupDeleteOption&& value) { SetDeleteOption(std::move(value)); return *this;}
///@}
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet = false;
GameServerGroupDeleteOption m_deleteOption;
bool m_deleteOptionHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws