This repository has been archived on 2025-09-14. You can view files and clone it, but cannot push or open issues or pull requests.
Files
pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/UpdateFleetAttributesRequest.h

391 lines
17 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/ProtectionPolicy.h>
#include <aws/gamelift/model/ResourceCreationLimitPolicy.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput">AWS
* API Reference</a></p>
*/
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;
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline UpdateFleetAttributesRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline UpdateFleetAttributesRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet to update attribute metadata for. You can use
* either the fleet ID or ARN value.</p>
*/
inline UpdateFleetAttributesRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline UpdateFleetAttributesRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline UpdateFleetAttributesRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a fleet. Fleet names do not need
* to be unique.</p>
*/
inline UpdateFleetAttributesRequest& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Human-readable description of a fleet.</p>
*/
inline const Aws::String& GetDescription() const{ return m_description; }
/**
* <p>Human-readable description of a fleet.</p>
*/
inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; }
/**
* <p>Human-readable description of a fleet.</p>
*/
inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; }
/**
* <p>Human-readable description of a fleet.</p>
*/
inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); }
/**
* <p>Human-readable description of a fleet.</p>
*/
inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); }
/**
* <p>Human-readable description of a fleet.</p>
*/
inline UpdateFleetAttributesRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;}
/**
* <p>Human-readable description of a fleet.</p>
*/
inline UpdateFleetAttributesRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;}
/**
* <p>Human-readable description of a fleet.</p>
*/
inline UpdateFleetAttributesRequest& WithDescription(const char* value) { SetDescription(value); return *this;}
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; }
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; }
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; }
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); }
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;}
/**
* <p>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 <a>UpdateGameSession</a>.</p> <ul> <li> <p>
* <b>NoProtection</b> -- The game session can be terminated during a scale-down
* event.</p> </li> <li> <p> <b>FullProtection</b> -- If the game session is in an
* <code>ACTIVE</code> status, it cannot be terminated during a scale-down
* event.</p> </li> </ul>
*/
inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;}
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; }
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; }
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; }
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); }
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;}
/**
* <p>Policy that limits the number of game sessions an individual player can
* create over a span of time. </p>
*/
inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
inline const Aws::Vector<Aws::String>& GetMetricGroups() const{ return m_metricGroups; }
/**
* <p>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.</p>
*/
inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetMetricGroups(const Aws::Vector<Aws::String>& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; }
/**
* <p>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.</p>
*/
inline void SetMetricGroups(Aws::Vector<Aws::String>&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); }
/**
* <p>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.</p>
*/
inline UpdateFleetAttributesRequest& WithMetricGroups(const Aws::Vector<Aws::String>& value) { SetMetricGroups(value); return *this;}
/**
* <p>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.</p>
*/
inline UpdateFleetAttributesRequest& WithMetricGroups(Aws::Vector<Aws::String>&& value) { SetMetricGroups(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
inline UpdateFleetAttributesRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
/**
* <p>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.</p>
*/
inline UpdateFleetAttributesRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; }
/**
* <p>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.</p>
*/
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<Aws::String> m_metricGroups;
bool m_metricGroupsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws