/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class AWS_GAMELIFT_API ClaimGameServerRequest : public GameLiftRequest { public: ClaimGameServerRequest(); // 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 "ClaimGameServer"; } Aws::String SerializePayload() const override; Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline ClaimGameServerRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline ClaimGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *

An identifier for the game server group. When claiming a specific game * server, this is the game server group whether the game server is located. When * requesting that GameLift FleetIQ locate an available game server, this is the * game server group to search on. You can use either the GameServerGroup * name or ARN value.

*/ inline ClaimGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline const Aws::String& GetGameServerId() const{ return m_gameServerId; } /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; } /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; } /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); } /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); } /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline ClaimGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;} /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline ClaimGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;} /** *

A custom string that uniquely identifies the game server to claim. If this * parameter is left empty, GameLift FleetIQ searches for an available game server * in the specified game server group.

*/ inline ClaimGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;} /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline const Aws::String& GetGameServerData() const{ return m_gameServerData; } /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; } /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; } /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); } /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); } /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline ClaimGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;} /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline ClaimGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;} /** *

A set of custom game server properties, formatted as a single string value, * to be passed to the claimed game server.

*/ inline ClaimGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet; Aws::String m_gameServerId; bool m_gameServerIdHasBeenSet; Aws::String m_gameServerData; bool m_gameServerDataHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws