/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { template class AmazonWebServiceResult; namespace Utils { namespace Json { class JsonValue; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { class CreateFleetResult { public: AWS_GAMELIFT_API CreateFleetResult(); AWS_GAMELIFT_API CreateFleetResult(const Aws::AmazonWebServiceResult& result); AWS_GAMELIFT_API CreateFleetResult& operator=(const Aws::AmazonWebServiceResult& result); /** *

The properties for the new fleet, including the current status. All fleets * are placed in NEW status on creation.

*/ inline const FleetAttributes& GetFleetAttributes() const{ return m_fleetAttributes; } /** *

The properties for the new fleet, including the current status. All fleets * are placed in NEW status on creation.

*/ inline void SetFleetAttributes(const FleetAttributes& value) { m_fleetAttributes = value; } /** *

The properties for the new fleet, including the current status. All fleets * are placed in NEW status on creation.

*/ inline void SetFleetAttributes(FleetAttributes&& value) { m_fleetAttributes = std::move(value); } /** *

The properties for the new fleet, including the current status. All fleets * are placed in NEW status on creation.

*/ inline CreateFleetResult& WithFleetAttributes(const FleetAttributes& value) { SetFleetAttributes(value); return *this;} /** *

The properties for the new fleet, including the current status. All fleets * are placed in NEW status on creation.

*/ inline CreateFleetResult& WithFleetAttributes(FleetAttributes&& value) { SetFleetAttributes(std::move(value)); return *this;} /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline const Aws::Vector& GetLocationStates() const{ return m_locationStates; } /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline void SetLocationStates(const Aws::Vector& value) { m_locationStates = value; } /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline void SetLocationStates(Aws::Vector&& value) { m_locationStates = std::move(value); } /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline CreateFleetResult& WithLocationStates(const Aws::Vector& value) { SetLocationStates(value); return *this;} /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline CreateFleetResult& WithLocationStates(Aws::Vector&& value) { SetLocationStates(std::move(value)); return *this;} /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline CreateFleetResult& AddLocationStates(const LocationState& value) { m_locationStates.push_back(value); return *this; } /** *

The fleet's locations and life-cycle status of each location. For new fleets, * the status of all locations is set to NEW. During fleet creation, * Amazon GameLift updates each location status as instances are deployed there and * prepared for game hosting. This list includes an entry for the fleet's home * Region. For fleets with no remote locations, only one entry, representing the * home Region, is returned.

*/ inline CreateFleetResult& AddLocationStates(LocationState&& value) { m_locationStates.push_back(std::move(value)); return *this; } inline const Aws::String& GetRequestId() const{ return m_requestId; } inline void SetRequestId(const Aws::String& value) { m_requestId = value; } inline void SetRequestId(Aws::String&& value) { m_requestId = std::move(value); } inline void SetRequestId(const char* value) { m_requestId.assign(value); } inline CreateFleetResult& WithRequestId(const Aws::String& value) { SetRequestId(value); return *this;} inline CreateFleetResult& WithRequestId(Aws::String&& value) { SetRequestId(std::move(value)); return *this;} inline CreateFleetResult& WithRequestId(const char* value) { SetRequestId(value); return *this;} private: FleetAttributes m_fleetAttributes; Aws::Vector m_locationStates; Aws::String m_requestId; }; } // namespace Model } // namespace GameLift } // namespace Aws