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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/StartFleetActionsRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/FleetAction.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class AWS_GAMELIFT_API StartFleetActionsRequest : public GameLiftRequest
{
public:
StartFleetActionsRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "StartFleetActions"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline StartFleetActionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline StartFleetActionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet to start actions on. You can use either the
* fleet ID or ARN value.</p>
*/
inline StartFleetActionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline const Aws::Vector<FleetAction>& GetActions() const{ return m_actions; }
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline bool ActionsHasBeenSet() const { return m_actionsHasBeenSet; }
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline void SetActions(const Aws::Vector<FleetAction>& value) { m_actionsHasBeenSet = true; m_actions = value; }
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline void SetActions(Aws::Vector<FleetAction>&& value) { m_actionsHasBeenSet = true; m_actions = std::move(value); }
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline StartFleetActionsRequest& WithActions(const Aws::Vector<FleetAction>& value) { SetActions(value); return *this;}
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline StartFleetActionsRequest& WithActions(Aws::Vector<FleetAction>&& value) { SetActions(std::move(value)); return *this;}
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline StartFleetActionsRequest& AddActions(const FleetAction& value) { m_actionsHasBeenSet = true; m_actions.push_back(value); return *this; }
/**
* <p>List of actions to restart on the fleet.</p>
*/
inline StartFleetActionsRequest& AddActions(FleetAction&& value) { m_actionsHasBeenSet = true; m_actions.push_back(std::move(value)); return *this; }
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
Aws::Vector<FleetAction> m_actions;
bool m_actionsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws