AWS SDK for C++

AWS SDK for C++ Version 1.11.606

Loading...
Searching...
No Matches
ResumeGameServerGroupRequest.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 <aws/core/utils/memory/stl/AWSVector.h>
11#include <aws/gamelift/model/GameServerGroupAction.h>
12#include <utility>
13
14namespace Aws
15{
16namespace GameLift
17{
18namespace Model
19{
20
24 {
25 public:
26 AWS_GAMELIFT_API ResumeGameServerGroupRequest() = default;
27
28 // Service request name is the Operation name which will send this request out,
29 // each operation should has unique request name, so that we can get operation's name from this request.
30 // Note: this is not true for response, multiple operations may have the same response name,
31 // so we can not get operation's name from response.
32 inline virtual const char* GetServiceRequestName() const override { return "ResumeGameServerGroup"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
38
40
44 inline const Aws::String& GetGameServerGroupName() const { return m_gameServerGroupName; }
45 inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
46 template<typename GameServerGroupNameT = Aws::String>
47 void SetGameServerGroupName(GameServerGroupNameT&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::forward<GameServerGroupNameT>(value); }
48 template<typename GameServerGroupNameT = Aws::String>
49 ResumeGameServerGroupRequest& WithGameServerGroupName(GameServerGroupNameT&& value) { SetGameServerGroupName(std::forward<GameServerGroupNameT>(value)); return *this;}
51
53
56 inline const Aws::Vector<GameServerGroupAction>& GetResumeActions() const { return m_resumeActions; }
57 inline bool ResumeActionsHasBeenSet() const { return m_resumeActionsHasBeenSet; }
58 template<typename ResumeActionsT = Aws::Vector<GameServerGroupAction>>
59 void SetResumeActions(ResumeActionsT&& value) { m_resumeActionsHasBeenSet = true; m_resumeActions = std::forward<ResumeActionsT>(value); }
60 template<typename ResumeActionsT = Aws::Vector<GameServerGroupAction>>
61 ResumeGameServerGroupRequest& WithResumeActions(ResumeActionsT&& value) { SetResumeActions(std::forward<ResumeActionsT>(value)); return *this;}
62 inline ResumeGameServerGroupRequest& AddResumeActions(GameServerGroupAction value) { m_resumeActionsHasBeenSet = true; m_resumeActions.push_back(value); return *this; }
64 private:
65
66 Aws::String m_gameServerGroupName;
67 bool m_gameServerGroupNameHasBeenSet = false;
68
70 bool m_resumeActionsHasBeenSet = false;
71 };
72
73} // namespace Model
74} // namespace GameLift
75} // namespace Aws
ResumeGameServerGroupRequest & AddResumeActions(GameServerGroupAction value)
AWS_GAMELIFT_API ResumeGameServerGroupRequest()=default
const Aws::Vector< GameServerGroupAction > & GetResumeActions() const
ResumeGameServerGroupRequest & WithResumeActions(ResumeActionsT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
AWS_GAMELIFT_API Aws::String SerializePayload() const override
ResumeGameServerGroupRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector