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

79 lines
3.9 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/GameServerGroupAction.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class SuspendGameServerGroupRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API SuspendGameServerGroupRequest();
// 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 "SuspendGameServerGroup"; }
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 SuspendGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
inline SuspendGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
inline SuspendGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
///@}
///@{
/**
* <p>The activity to suspend for this game server group.</p>
*/
inline const Aws::Vector<GameServerGroupAction>& GetSuspendActions() const{ return m_suspendActions; }
inline bool SuspendActionsHasBeenSet() const { return m_suspendActionsHasBeenSet; }
inline void SetSuspendActions(const Aws::Vector<GameServerGroupAction>& value) { m_suspendActionsHasBeenSet = true; m_suspendActions = value; }
inline void SetSuspendActions(Aws::Vector<GameServerGroupAction>&& value) { m_suspendActionsHasBeenSet = true; m_suspendActions = std::move(value); }
inline SuspendGameServerGroupRequest& WithSuspendActions(const Aws::Vector<GameServerGroupAction>& value) { SetSuspendActions(value); return *this;}
inline SuspendGameServerGroupRequest& WithSuspendActions(Aws::Vector<GameServerGroupAction>&& value) { SetSuspendActions(std::move(value)); return *this;}
inline SuspendGameServerGroupRequest& AddSuspendActions(const GameServerGroupAction& value) { m_suspendActionsHasBeenSet = true; m_suspendActions.push_back(value); return *this; }
inline SuspendGameServerGroupRequest& AddSuspendActions(GameServerGroupAction&& value) { m_suspendActionsHasBeenSet = true; m_suspendActions.push_back(std::move(value)); return *this; }
///@}
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet = false;
Aws::Vector<GameServerGroupAction> m_suspendActions;
bool m_suspendActionsHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws