AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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DeregisterGameServerRequest.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
10#include <utility>
11
12namespace Aws
13{
14namespace GameLift
15{
16namespace Model
17{
18
22 {
23 public:
24 AWS_GAMELIFT_API DeregisterGameServerRequest() = default;
25
26 // Service request name is the Operation name which will send this request out,
27 // each operation should has unique request name, so that we can get operation's name from this request.
28 // Note: this is not true for response, multiple operations may have the same response name,
29 // so we can not get operation's name from response.
30 inline virtual const char* GetServiceRequestName() const override { return "DeregisterGameServer"; }
31
32 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
33
35
36
38
42 inline const Aws::String& GetGameServerGroupName() const { return m_gameServerGroupName; }
43 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
44 template<typename GameServerGroupNameT = Aws::String>
45 void SetGameServerGroupName(GameServerGroupNameT&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::forward<GameServerGroupNameT>(value); }
46 template<typename GameServerGroupNameT = Aws::String>
47 DeregisterGameServerRequest& WithGameServerGroupName(GameServerGroupNameT&& value) { SetGameServerGroupName(std::forward<GameServerGroupNameT>(value)); return *this;}
49
51
54 inline const Aws::String& GetGameServerId() const { return m_gameServerId; }
55 inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
56 template<typename GameServerIdT = Aws::String>
57 void SetGameServerId(GameServerIdT&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::forward<GameServerIdT>(value); }
58 template<typename GameServerIdT = Aws::String>
59 DeregisterGameServerRequest& WithGameServerId(GameServerIdT&& value) { SetGameServerId(std::forward<GameServerIdT>(value)); return *this;}
61 private:
62
63 Aws::String m_gameServerGroupName;
64 bool m_gameServerGroupNameHasBeenSet = false;
65
66 Aws::String m_gameServerId;
67 bool m_gameServerIdHasBeenSet = false;
68 };
69
70} // namespace Model
71} // namespace GameLift
72} // namespace Aws
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
DeregisterGameServerRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
DeregisterGameServerRequest & WithGameServerId(GameServerIdT &&value)
virtual const char * GetServiceRequestName() const override
AWS_GAMELIFT_API DeregisterGameServerRequest()=default
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String