140 lines
4.7 KiB
C
140 lines
4.7 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/FleetAction.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 StartFleetActionsRequest : public GameLiftRequest
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{
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public:
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StartFleetActionsRequest();
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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 "StartFleetActions"; }
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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 fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline StartFleetActionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline StartFleetActionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a fleet to start actions on. You can use either the
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* fleet ID or ARN value.</p>
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*/
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inline StartFleetActionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline const Aws::Vector<FleetAction>& GetActions() const{ return m_actions; }
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline bool ActionsHasBeenSet() const { return m_actionsHasBeenSet; }
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline void SetActions(const Aws::Vector<FleetAction>& value) { m_actionsHasBeenSet = true; m_actions = value; }
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline void SetActions(Aws::Vector<FleetAction>&& value) { m_actionsHasBeenSet = true; m_actions = std::move(value); }
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline StartFleetActionsRequest& WithActions(const Aws::Vector<FleetAction>& value) { SetActions(value); return *this;}
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline StartFleetActionsRequest& WithActions(Aws::Vector<FleetAction>&& value) { SetActions(std::move(value)); return *this;}
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline StartFleetActionsRequest& AddActions(const FleetAction& value) { m_actionsHasBeenSet = true; m_actions.push_back(value); return *this; }
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/**
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* <p>List of actions to restart on the fleet.</p>
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*/
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inline StartFleetActionsRequest& AddActions(FleetAction&& value) { m_actionsHasBeenSet = true; m_actions.push_back(std::move(value)); return *this; }
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet;
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Aws::Vector<FleetAction> m_actions;
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bool m_actionsHasBeenSet;
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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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