165 lines
7.7 KiB
C++
165 lines
7.7 KiB
C++
/**
|
||
* 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 <aws/gamelift/model/GameServerGroupDeleteOption.h>
|
||
#include <utility>
|
||
|
||
namespace Aws
|
||
{
|
||
namespace GameLift
|
||
{
|
||
namespace Model
|
||
{
|
||
|
||
/**
|
||
*/
|
||
class AWS_GAMELIFT_API DeleteGameServerGroupRequest : public GameLiftRequest
|
||
{
|
||
public:
|
||
DeleteGameServerGroupRequest();
|
||
|
||
// 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 "DeleteGameServerGroup"; }
|
||
|
||
Aws::String SerializePayload() const override;
|
||
|
||
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
|
||
|
||
|
||
/**
|
||
* <p>The unique identifier of the game server group to delete. Use either the
|
||
* <a>GameServerGroup</a> name or ARN value.</p>
|
||
*/
|
||
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
|
||
|
||
/**
|
||
* <p>The unique identifier of the game server group to delete. Use either the
|
||
* <a>GameServerGroup</a> name or ARN value.</p>
|
||
*/
|
||
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
|
||
|
||
/**
|
||
* <p>The unique identifier of the game server group to delete. 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>The unique identifier of the game server group to delete. 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>The unique identifier of the game server group to delete. 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>The unique identifier of the game server group to delete. Use either the
|
||
* <a>GameServerGroup</a> name or ARN value.</p>
|
||
*/
|
||
inline DeleteGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
|
||
|
||
/**
|
||
* <p>The unique identifier of the game server group to delete. Use either the
|
||
* <a>GameServerGroup</a> name or ARN value.</p>
|
||
*/
|
||
inline DeleteGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
|
||
|
||
/**
|
||
* <p>The unique identifier of the game server group to delete. Use either the
|
||
* <a>GameServerGroup</a> name or ARN value.</p>
|
||
*/
|
||
inline DeleteGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
|
||
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline const GameServerGroupDeleteOption& GetDeleteOption() const{ return m_deleteOption; }
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline bool DeleteOptionHasBeenSet() const { return m_deleteOptionHasBeenSet; }
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline void SetDeleteOption(const GameServerGroupDeleteOption& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = value; }
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline void SetDeleteOption(GameServerGroupDeleteOption&& value) { m_deleteOptionHasBeenSet = true; m_deleteOption = std::move(value); }
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline DeleteGameServerGroupRequest& WithDeleteOption(const GameServerGroupDeleteOption& value) { SetDeleteOption(value); return *this;}
|
||
|
||
/**
|
||
* <p>The type of delete to perform. Options include:</p> <ul> <li> <p>SAFE_DELETE
|
||
* – Terminates the game server group and EC2 Auto Scaling group only when it has
|
||
* no game servers that are in IN_USE status.</p> </li> <li> <p>FORCE_DELETE –
|
||
* Terminates the game server group, including all active game servers regardless
|
||
* of their utilization status, and the EC2 Auto Scaling group. </p> </li> <li>
|
||
* <p>RETAIN – Does a safe delete of the game server group but retains the EC2 Auto
|
||
* Scaling group as is.</p> </li> </ul>
|
||
*/
|
||
inline DeleteGameServerGroupRequest& WithDeleteOption(GameServerGroupDeleteOption&& value) { SetDeleteOption(std::move(value)); return *this;}
|
||
|
||
private:
|
||
|
||
Aws::String m_gameServerGroupName;
|
||
bool m_gameServerGroupNameHasBeenSet;
|
||
|
||
GameServerGroupDeleteOption m_deleteOption;
|
||
bool m_deleteOptionHasBeenSet;
|
||
};
|
||
|
||
} // namespace Model
|
||
} // namespace GameLift
|
||
} // namespace Aws
|