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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The unique identifier of the game server group to delete. Use either the * GameServerGroup name or ARN value.

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

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline const GameServerGroupDeleteOption& GetDeleteOption() const{ return m_deleteOption; } /** *

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline bool DeleteOptionHasBeenSet() const { return m_deleteOptionHasBeenSet; } /** *

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline void SetDeleteOption(const GameServerGroupDeleteOption& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = value; } /** *

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline void SetDeleteOption(GameServerGroupDeleteOption&& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = std::move(value); } /** *

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline DeleteGameServerGroupRequest& WithDeleteOption(const GameServerGroupDeleteOption& value) { SetDeleteOption(value); return *this;} /** *

The type of delete to perform. Options include:

  • SAFE_DELETE * – Terminates the game server group and EC2 Auto Scaling group only when it has * no game servers that are in IN_USE status.

  • FORCE_DELETE – * Terminates the game server group, including all active game servers regardless * of their utilization status, and the EC2 Auto Scaling group.

  • *

    RETAIN – Does a safe delete of the game server group but retains the EC2 Auto * Scaling group as is.

*/ inline DeleteGameServerGroupRequest& WithDeleteOption(GameServerGroupDeleteOption&& value) { SetDeleteOption(std::move(value)); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet; GameServerGroupDeleteOption m_deleteOption; bool m_deleteOptionHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws