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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ClaimGameServerRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class AWS_GAMELIFT_API ClaimGameServerRequest : public GameLiftRequest
{
public:
ClaimGameServerRequest();
// 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 "ClaimGameServer"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline ClaimGameServerRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline ClaimGameServerRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
/**
* <p>An identifier for the game server group. When claiming a specific game
* server, this is the game server group whether the game server is located. When
* requesting that GameLift FleetIQ locate an available game server, this is the
* game server group to search on. You can use either the <a>GameServerGroup</a>
* name or ARN value.</p>
*/
inline ClaimGameServerRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline const Aws::String& GetGameServerId() const{ return m_gameServerId; }
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; }
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; }
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); }
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); }
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline ClaimGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;}
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline ClaimGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;}
/**
* <p>A custom string that uniquely identifies the game server to claim. If this
* parameter is left empty, GameLift FleetIQ searches for an available game server
* in the specified game server group.</p>
*/
inline ClaimGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;}
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline const Aws::String& GetGameServerData() const{ return m_gameServerData; }
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; }
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; }
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); }
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); }
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline ClaimGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;}
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline ClaimGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;}
/**
* <p>A set of custom game server properties, formatted as a single string value,
* to be passed to the claimed game server. </p>
*/
inline ClaimGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(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;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws