140 lines
5.5 KiB
C
140 lines
5.5 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/GameServerGroupAction.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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*/
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class AWS_GAMELIFT_API ResumeGameServerGroupRequest : public GameLiftRequest
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{
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public:
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ResumeGameServerGroupRequest();
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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 "ResumeGameServerGroup"; }
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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>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline ResumeGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline ResumeGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
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/**
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* <p>The unique identifier of the game server group to resume activity on. Use
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* either the <a>GameServerGroup</a> name or ARN value.</p>
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*/
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inline ResumeGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline const Aws::Vector<GameServerGroupAction>& GetResumeActions() const{ return m_resumeActions; }
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline bool ResumeActionsHasBeenSet() const { return m_resumeActionsHasBeenSet; }
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline void SetResumeActions(const Aws::Vector<GameServerGroupAction>& value) { m_resumeActionsHasBeenSet = true; m_resumeActions = value; }
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline void SetResumeActions(Aws::Vector<GameServerGroupAction>&& value) { m_resumeActionsHasBeenSet = true; m_resumeActions = std::move(value); }
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline ResumeGameServerGroupRequest& WithResumeActions(const Aws::Vector<GameServerGroupAction>& value) { SetResumeActions(value); return *this;}
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline ResumeGameServerGroupRequest& WithResumeActions(Aws::Vector<GameServerGroupAction>&& value) { SetResumeActions(std::move(value)); return *this;}
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline ResumeGameServerGroupRequest& AddResumeActions(const GameServerGroupAction& value) { m_resumeActionsHasBeenSet = true; m_resumeActions.push_back(value); return *this; }
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/**
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* <p>The action to resume for this game server group.</p>
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*/
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inline ResumeGameServerGroupRequest& AddResumeActions(GameServerGroupAction&& value) { m_resumeActionsHasBeenSet = true; m_resumeActions.push_back(std::move(value)); return *this; }
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private:
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Aws::String m_gameServerGroupName;
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bool m_gameServerGroupNameHasBeenSet;
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Aws::Vector<GameServerGroupAction> m_resumeActions;
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bool m_resumeActionsHasBeenSet;
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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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