/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a fleet to update runtime configuration 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 runtime configuration 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 runtime configuration 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 runtime configuration 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 runtime configuration 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 runtime configuration for. You can * use either the fleet ID or ARN value.
*/ inline UpdateRuntimeConfigurationRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet to update runtime configuration for. You can * use either the fleet ID or ARN value.
*/ inline UpdateRuntimeConfigurationRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet to update runtime configuration for. You can * use either the fleet ID or ARN value.
*/ inline UpdateRuntimeConfigurationRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline const RuntimeConfiguration& GetRuntimeConfiguration() const{ return m_runtimeConfiguration; } /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline bool RuntimeConfigurationHasBeenSet() const { return m_runtimeConfigurationHasBeenSet; } /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline void SetRuntimeConfiguration(const RuntimeConfiguration& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = value; } /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline void SetRuntimeConfiguration(RuntimeConfiguration&& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = std::move(value); } /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(const RuntimeConfiguration& value) { SetRuntimeConfiguration(value); return *this;} /** *Instructions for launching server processes on each instance in the fleet. * Server processes run either a custom game build executable or a Realtime Servers * script. The runtime configuration lists the types of server processes to run on * an instance and includes the following configuration settings: the server * executable or launch script file, launch parameters, and the number of processes * to run concurrently on each instance. A CreateFleet request must include a * runtime configuration with at least one server process configuration.
*/ inline UpdateRuntimeConfigurationRequest& WithRuntimeConfiguration(RuntimeConfiguration&& value) { SetRuntimeConfiguration(std::move(value)); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; RuntimeConfiguration m_runtimeConfiguration; bool m_runtimeConfigurationHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws