This repository has been archived on 2025-09-14.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/UpdateFleetCapacityRequest.h

177 lines
5.7 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 <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/UpdateFleetCapacityInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API UpdateFleetCapacityRequest : public GameLiftRequest
{
public:
UpdateFleetCapacityRequest();
// 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 "UpdateFleetCapacity"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for a fleet to update capacity 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 capacity 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 capacity 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 capacity 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 capacity 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 capacity for. You can use either
* the fleet ID or ARN value.</p>
*/
inline UpdateFleetCapacityRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet to update capacity for. You can use either
* the fleet ID or ARN value.</p>
*/
inline UpdateFleetCapacityRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet to update capacity for. You can use either
* the fleet ID or ARN value.</p>
*/
inline UpdateFleetCapacityRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>Number of EC2 instances you want this fleet to host.</p>
*/
inline int GetDesiredInstances() const{ return m_desiredInstances; }
/**
* <p>Number of EC2 instances you want this fleet to host.</p>
*/
inline bool DesiredInstancesHasBeenSet() const { return m_desiredInstancesHasBeenSet; }
/**
* <p>Number of EC2 instances you want this fleet to host.</p>
*/
inline void SetDesiredInstances(int value) { m_desiredInstancesHasBeenSet = true; m_desiredInstances = value; }
/**
* <p>Number of EC2 instances you want this fleet to host.</p>
*/
inline UpdateFleetCapacityRequest& WithDesiredInstances(int value) { SetDesiredInstances(value); return *this;}
/**
* <p>The minimum value allowed for the fleet's instance count. Default if not set
* is 0.</p>
*/
inline int GetMinSize() const{ return m_minSize; }
/**
* <p>The minimum value allowed for the fleet's instance count. Default if not set
* is 0.</p>
*/
inline bool MinSizeHasBeenSet() const { return m_minSizeHasBeenSet; }
/**
* <p>The minimum value allowed for the fleet's instance count. Default if not set
* is 0.</p>
*/
inline void SetMinSize(int value) { m_minSizeHasBeenSet = true; m_minSize = value; }
/**
* <p>The minimum value allowed for the fleet's instance count. Default if not set
* is 0.</p>
*/
inline UpdateFleetCapacityRequest& WithMinSize(int value) { SetMinSize(value); return *this;}
/**
* <p>The maximum value allowed for the fleet's instance count. Default if not set
* is 1.</p>
*/
inline int GetMaxSize() const{ return m_maxSize; }
/**
* <p>The maximum value allowed for the fleet's instance count. Default if not set
* is 1.</p>
*/
inline bool MaxSizeHasBeenSet() const { return m_maxSizeHasBeenSet; }
/**
* <p>The maximum value allowed for the fleet's instance count. Default if not set
* is 1.</p>
*/
inline void SetMaxSize(int value) { m_maxSizeHasBeenSet = true; m_maxSize = value; }
/**
* <p>The maximum value allowed for the fleet's instance count. Default if not set
* is 1.</p>
*/
inline UpdateFleetCapacityRequest& WithMaxSize(int value) { SetMaxSize(value); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
int m_desiredInstances;
bool m_desiredInstancesHasBeenSet;
int m_minSize;
bool m_minSizeHasBeenSet;
int m_maxSize;
bool m_maxSizeHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws