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/gamelift/model/GameServerUtilizationStatus.h>
11#include <aws/gamelift/model/GameServerHealthCheck.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 GameServerIdT = Aws::String>
59 void SetGameServerId(GameServerIdT&& value) { m_gameServerIdHasBeenSet =
true; m_gameServerId = std::forward<GameServerIdT>(value); }
60 template<
typename GameServerIdT = Aws::String>
72 template<
typename GameServerDataT = Aws::String>
73 void SetGameServerData(GameServerDataT&& value) { m_gameServerDataHasBeenSet =
true; m_gameServerData = std::forward<GameServerDataT>(value); }
74 template<
typename GameServerDataT = Aws::String>
104 bool m_gameServerGroupNameHasBeenSet =
false;
107 bool m_gameServerIdHasBeenSet =
false;
110 bool m_gameServerDataHasBeenSet =
false;
113 bool m_utilizationStatusHasBeenSet =
false;
116 bool m_healthCheckHasBeenSet =
false;
UpdateGameServerRequest & WithHealthCheck(GameServerHealthCheck value)
const Aws::String & GetGameServerGroupName() const
const Aws::String & GetGameServerData() const
void SetGameServerData(GameServerDataT &&value)
AWS_GAMELIFT_API UpdateGameServerRequest()=default
UpdateGameServerRequest & WithGameServerId(GameServerIdT &&value)
void SetHealthCheck(GameServerHealthCheck value)
GameServerHealthCheck GetHealthCheck() const
bool UtilizationStatusHasBeenSet() const
UpdateGameServerRequest & WithGameServerData(GameServerDataT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
bool GameServerGroupNameHasBeenSet() const
UpdateGameServerRequest & WithUtilizationStatus(GameServerUtilizationStatus value)
void SetUtilizationStatus(GameServerUtilizationStatus value)
void SetGameServerGroupName(GameServerGroupNameT &&value)
virtual const char * GetServiceRequestName() const override
void SetGameServerId(GameServerIdT &&value)
GameServerUtilizationStatus GetUtilizationStatus() const
bool GameServerDataHasBeenSet() const
const Aws::String & GetGameServerId() const
bool HealthCheckHasBeenSet() const
bool GameServerIdHasBeenSet() const
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
UpdateGameServerRequest & WithGameServerGroupName(GameServerGroupNameT &&value)
GameServerUtilizationStatus
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String