/** * 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 UpdateGameServerRequest : public GameLiftRequest { public: UpdateGameServerRequest(); // 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 "UpdateGameServer"; } Aws::String SerializePayload() const override; Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

An identifier for the game server group where the game server is running. Use * either the GameServerGroup name or ARN value.

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

An identifier for the game server group where the game server is running. Use * either the GameServerGroup name or ARN value.

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

An identifier for the game server group where the game server is running. 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 where the game server is running. 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 where the game server is running. 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 where the game server is running. Use * either the GameServerGroup name or ARN value.

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

An identifier for the game server group where the game server is running. Use * either the GameServerGroup name or ARN value.

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

An identifier for the game server group where the game server is running. Use * either the GameServerGroup name or ARN value.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

The identifier for the game server to be updated.

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

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

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

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

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

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

*/ 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. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

*/ 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. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

*/ 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. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

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

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

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

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * a game servers using DescribeGameServer or ClaimGameServer.

*/ inline UpdateGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;} /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline const Aws::String& GetCustomSortKey() const{ return m_customSortKey; } /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline bool CustomSortKeyHasBeenSet() const { return m_customSortKeyHasBeenSet; } /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline void SetCustomSortKey(const Aws::String& value) { m_customSortKeyHasBeenSet = true; m_customSortKey = value; } /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline void SetCustomSortKey(Aws::String&& value) { m_customSortKeyHasBeenSet = true; m_customSortKey = std::move(value); } /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline void SetCustomSortKey(const char* value) { m_customSortKeyHasBeenSet = true; m_customSortKey.assign(value); } /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline UpdateGameServerRequest& WithCustomSortKey(const Aws::String& value) { SetCustomSortKey(value); return *this;} /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline UpdateGameServerRequest& WithCustomSortKey(Aws::String&& value) { SetCustomSortKey(std::move(value)); return *this;} /** *

A game server tag that can be used to request sorted lists of game servers * using ListGameServers. Custom sort keys are developer-defined based on * how you want to organize the retrieved game server information.

*/ inline UpdateGameServerRequest& WithCustomSortKey(const char* value) { SetCustomSortKey(value); return *this;} /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline const GameServerUtilizationStatus& GetUtilizationStatus() const{ return m_utilizationStatus; } /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline bool UtilizationStatusHasBeenSet() const { return m_utilizationStatusHasBeenSet; } /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline void SetUtilizationStatus(const GameServerUtilizationStatus& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = value; } /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline void SetUtilizationStatus(GameServerUtilizationStatus&& value) { m_utilizationStatusHasBeenSet = true; m_utilizationStatus = std::move(value); } /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline UpdateGameServerRequest& WithUtilizationStatus(const GameServerUtilizationStatus& value) { SetUtilizationStatus(value); return *this;} /** *

Indicates whether the game server is available or is currently hosting * gameplay.

*/ inline UpdateGameServerRequest& WithUtilizationStatus(GameServerUtilizationStatus&& value) { SetUtilizationStatus(std::move(value)); return *this;} /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline const GameServerHealthCheck& GetHealthCheck() const{ return m_healthCheck; } /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline bool HealthCheckHasBeenSet() const { return m_healthCheckHasBeenSet; } /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline void SetHealthCheck(const GameServerHealthCheck& value) { m_healthCheckHasBeenSet = true; m_healthCheck = value; } /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline void SetHealthCheck(GameServerHealthCheck&& value) { m_healthCheckHasBeenSet = true; m_healthCheck = std::move(value); } /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline UpdateGameServerRequest& WithHealthCheck(const GameServerHealthCheck& value) { SetHealthCheck(value); return *this;} /** *

Indicates health status of the game server. An update that explicitly * includes this parameter updates the game server's LastHealthCheckTime * time stamp.

*/ inline UpdateGameServerRequest& WithHealthCheck(GameServerHealthCheck&& value) { SetHealthCheck(std::move(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; Aws::String m_customSortKey; bool m_customSortKeyHasBeenSet; GameServerUtilizationStatus m_utilizationStatus; bool m_utilizationStatusHasBeenSet; GameServerHealthCheck m_healthCheck; bool m_healthCheckHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws