/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include 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; /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline StartFleetActionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline StartFleetActionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for a fleet to start actions on. You can use either the * fleet ID or ARN value.

*/ inline StartFleetActionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

List of actions to restart on the fleet.

*/ inline const Aws::Vector& GetActions() const{ return m_actions; } /** *

List of actions to restart on the fleet.

*/ inline bool ActionsHasBeenSet() const { return m_actionsHasBeenSet; } /** *

List of actions to restart on the fleet.

*/ inline void SetActions(const Aws::Vector& value) { m_actionsHasBeenSet = true; m_actions = value; } /** *

List of actions to restart on the fleet.

*/ inline void SetActions(Aws::Vector&& value) { m_actionsHasBeenSet = true; m_actions = std::move(value); } /** *

List of actions to restart on the fleet.

*/ inline StartFleetActionsRequest& WithActions(const Aws::Vector& value) { SetActions(value); return *this;} /** *

List of actions to restart on the fleet.

*/ inline StartFleetActionsRequest& WithActions(Aws::Vector&& value) { SetActions(std::move(value)); return *this;} /** *

List of actions to restart on the fleet.

*/ inline StartFleetActionsRequest& AddActions(const FleetAction& value) { m_actionsHasBeenSet = true; m_actions.push_back(value); return *this; } /** *

List of actions to restart on the fleet.

*/ 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 m_actions; bool m_actionsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws