/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class GetComputeAccessRequest : public GameLiftRequest { public: AWS_GAMELIFT_API GetComputeAccessRequest(); // 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 "GetComputeAccess"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline GetComputeAccessRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline GetComputeAccessRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for the fleet that the compute resource is registered * to.

*/ inline GetComputeAccessRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

The name of the compute resource you are requesting credentials for.

*/ inline const Aws::String& GetComputeName() const{ return m_computeName; } /** *

The name of the compute resource you are requesting credentials for.

*/ inline bool ComputeNameHasBeenSet() const { return m_computeNameHasBeenSet; } /** *

The name of the compute resource you are requesting credentials for.

*/ inline void SetComputeName(const Aws::String& value) { m_computeNameHasBeenSet = true; m_computeName = value; } /** *

The name of the compute resource you are requesting credentials for.

*/ inline void SetComputeName(Aws::String&& value) { m_computeNameHasBeenSet = true; m_computeName = std::move(value); } /** *

The name of the compute resource you are requesting credentials for.

*/ inline void SetComputeName(const char* value) { m_computeNameHasBeenSet = true; m_computeName.assign(value); } /** *

The name of the compute resource you are requesting credentials for.

*/ inline GetComputeAccessRequest& WithComputeName(const Aws::String& value) { SetComputeName(value); return *this;} /** *

The name of the compute resource you are requesting credentials for.

*/ inline GetComputeAccessRequest& WithComputeName(Aws::String&& value) { SetComputeName(std::move(value)); return *this;} /** *

The name of the compute resource you are requesting credentials for.

*/ inline GetComputeAccessRequest& WithComputeName(const char* value) { SetComputeName(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_computeName; bool m_computeNameHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws