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>
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>
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>>
67 bool m_gameServerGroupNameHasBeenSet =
false;
70 bool m_resumeActionsHasBeenSet =
false;
bool ResumeActionsHasBeenSet() const
virtual const char * GetServiceRequestName() const override
ResumeGameServerGroupRequest & AddResumeActions(GameServerGroupAction value)
AWS_GAMELIFT_API ResumeGameServerGroupRequest()=default
void SetGameServerGroupName(GameServerGroupNameT &&value)
const Aws::Vector< GameServerGroupAction > & GetResumeActions() const
void SetResumeActions(ResumeActionsT &&value)
bool GameServerGroupNameHasBeenSet() const
const Aws::String & GetGameServerGroupName() 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