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

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline ListGameServersRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline ListGameServersRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *

An identifier for the game server group to retrieve a list of game servers * from. Use either the name or ARN value.

*/ inline ListGameServersRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline const SortOrder& GetSortOrder() const{ return m_sortOrder; } /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline bool SortOrderHasBeenSet() const { return m_sortOrderHasBeenSet; } /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline void SetSortOrder(const SortOrder& value) { m_sortOrderHasBeenSet = true; m_sortOrder = value; } /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline void SetSortOrder(SortOrder&& value) { m_sortOrderHasBeenSet = true; m_sortOrder = std::move(value); } /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline ListGameServersRequest& WithSortOrder(const SortOrder& value) { SetSortOrder(value); return *this;} /** *

Indicates how to sort the returned data based on game server registration * timestamp. Use ASCENDING to retrieve oldest game servers first, or * use DESCENDING to retrieve newest game servers first. If this * parameter is left empty, game servers are returned in no particular order.

*/ inline ListGameServersRequest& WithSortOrder(SortOrder&& value) { SetSortOrder(std::move(value)); return *this;} /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline int GetLimit() const{ return m_limit; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline ListGameServersRequest& WithLimit(int value) { SetLimit(value); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline const Aws::String& GetNextToken() const{ return m_nextToken; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline ListGameServersRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline ListGameServersRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, do not specify a value.

*/ inline ListGameServersRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet = false; SortOrder m_sortOrder; bool m_sortOrderHasBeenSet = false; int m_limit; bool m_limitHasBeenSet = false; Aws::String m_nextToken; bool m_nextTokenHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws