168 lines
7.9 KiB
C
168 lines
7.9 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/gamelift/model/RuntimeConfiguration.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/UpdateRuntimeConfigurationInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API UpdateRuntimeConfigurationRequest : public GameLiftRequest
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{
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public:
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UpdateRuntimeConfigurationRequest();
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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 "UpdateRuntimeConfiguration"; }
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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 update runtime configuration for. You can
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* use either the 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 update runtime configuration for. You can
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* use either the 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 update runtime configuration for. You can
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* use either the 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 update runtime configuration for. You can
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* use either the 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 update runtime configuration for. You can
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* use either the 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 update runtime configuration for. You can
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* use either the fleet ID or ARN value.</p>
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*/
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inline UpdateRuntimeConfigurationRequest& 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 update runtime configuration for. You can
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* use either the fleet ID or ARN value.</p>
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*/
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inline UpdateRuntimeConfigurationRequest& 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 update runtime configuration for. You can
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* use either the fleet ID or ARN value.</p>
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*/
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inline UpdateRuntimeConfigurationRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline const RuntimeConfiguration& GetRuntimeConfiguration() const{ return m_runtimeConfiguration; }
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline bool RuntimeConfigurationHasBeenSet() const { return m_runtimeConfigurationHasBeenSet; }
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline void SetRuntimeConfiguration(const RuntimeConfiguration& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = value; }
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline void SetRuntimeConfiguration(RuntimeConfiguration&& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = std::move(value); }
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(const RuntimeConfiguration& value) { SetRuntimeConfiguration(value); return *this;}
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/**
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* <p>Instructions for launching server processes on each instance in the fleet.
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* Server processes run either a custom game build executable or a Realtime Servers
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* script. The runtime configuration lists the types of server processes to run on
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* an instance and includes the following configuration settings: the server
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* executable or launch script file, launch parameters, and the number of processes
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* to run concurrently on each instance. A CreateFleet request must include a
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* runtime configuration with at least one server process configuration.</p>
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*/
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inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(RuntimeConfiguration&& value) { SetRuntimeConfiguration(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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RuntimeConfiguration m_runtimeConfiguration;
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bool m_runtimeConfigurationHasBeenSet;
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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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