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

Represents the input for a request action.

See Also:

AWS * API Reference

*/ class AWS_GAMELIFT_API UpdateFleetAttributesRequest : public GameLiftRequest { public: UpdateFleetAttributesRequest(); // 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 "UpdateFleetAttributes"; } Aws::String SerializePayload() const override; Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A unique identifier for a fleet to update attribute metadata for. 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 update attribute metadata for. You can use * either the fleet ID or ARN value.

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

A unique identifier for a fleet to update attribute metadata for. 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 update attribute metadata for. 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 update attribute metadata for. 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 update attribute metadata for. You can use * either the fleet ID or ARN value.

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

A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.

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

A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.

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

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(const char* value) { SetName(value); return *this;} /** *

Human-readable description of a fleet.

*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *

Human-readable description of a fleet.

*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *

Human-readable description of a fleet.

*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *

Human-readable description of a fleet.

*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *

Human-readable description of a fleet.

*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *

Human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *

Human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *

Human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(const char* value) { SetDescription(value); return *this;} /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; } /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; } /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; } /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); } /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;} /** *

Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.

  • * NoProtection -- The game session can be terminated during a scale-down * event.

  • FullProtection -- If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.

*/ inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;} /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} /** *

Policy that limits the number of game sessions an individual player can * create over a span of time.

*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline const Aws::Vector& GetMetricGroups() const{ return m_metricGroups; } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline void SetMetricGroups(const Aws::Vector& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline void SetMetricGroups(Aws::Vector&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline UpdateFleetAttributesRequest& WithMetricGroups(const Aws::Vector& value) { SetMetricGroups(value); return *this;} /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline UpdateFleetAttributesRequest& WithMetricGroups(Aws::Vector&& value) { SetMetricGroups(std::move(value)); return *this;} /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } /** *

Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; Aws::String m_name; bool m_nameHasBeenSet; Aws::String m_description; bool m_descriptionHasBeenSet; ProtectionPolicy m_newGameSessionProtectionPolicy; bool m_newGameSessionProtectionPolicyHasBeenSet; ResourceCreationLimitPolicy m_resourceCreationLimitPolicy; bool m_resourceCreationLimitPolicyHasBeenSet; Aws::Vector m_metricGroups; bool m_metricGroupsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws