267 lines
13 KiB
C
267 lines
13 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/Tag.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API CreateMatchmakingRuleSetRequest : public GameLiftRequest
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{
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public:
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CreateMatchmakingRuleSetRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreateMatchmakingRuleSet"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a matchmaking rule set. A matchmaking configuration
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* identifies the rule set it uses by this name value. Note that the rule set name
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* is different from the optional <code>name</code> field in the rule set body.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline const Aws::String& GetRuleSetBody() const{ return m_ruleSetBody; }
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline bool RuleSetBodyHasBeenSet() const { return m_ruleSetBodyHasBeenSet; }
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline void SetRuleSetBody(const Aws::String& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = value; }
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline void SetRuleSetBody(Aws::String&& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = std::move(value); }
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline void SetRuleSetBody(const char* value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody.assign(value); }
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const Aws::String& value) { SetRuleSetBody(value); return *this;}
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(Aws::String&& value) { SetRuleSetBody(std::move(value)); return *this;}
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/**
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* <p>A collection of matchmaking rules, formatted as a JSON string. Comments are
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* not allowed in JSON, but most elements support a description field.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const char* value) { SetRuleSetBody(value); return *this;}
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
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/**
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* <p>A list of labels to assign to the new matchmaking rule set resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateMatchmakingRuleSetRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
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private:
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Aws::String m_name;
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bool m_nameHasBeenSet;
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Aws::String m_ruleSetBody;
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bool m_ruleSetBodyHasBeenSet;
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Aws::Vector<Tag> m_tags;
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bool m_tagsHasBeenSet;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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