/** * 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 RegisterComputeRequest : public GameLiftRequest { public: AWS_GAMELIFT_API RegisterComputeRequest(); // 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 "RegisterCompute"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A unique identifier for the fleet to register the compute to. You can use * either the fleet ID or ARN value.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

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

A descriptive label that is associated with the compute resource registered * to your fleet.

*/ inline RegisterComputeRequest& WithComputeName(const char* value) { SetComputeName(value); return *this;} /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline const Aws::String& GetCertificatePath() const{ return m_certificatePath; } /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline bool CertificatePathHasBeenSet() const { return m_certificatePathHasBeenSet; } /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline void SetCertificatePath(const Aws::String& value) { m_certificatePathHasBeenSet = true; m_certificatePath = value; } /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline void SetCertificatePath(Aws::String&& value) { m_certificatePathHasBeenSet = true; m_certificatePath = std::move(value); } /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline void SetCertificatePath(const char* value) { m_certificatePathHasBeenSet = true; m_certificatePath.assign(value); } /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline RegisterComputeRequest& WithCertificatePath(const Aws::String& value) { SetCertificatePath(value); return *this;} /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline RegisterComputeRequest& WithCertificatePath(Aws::String&& value) { SetCertificatePath(std::move(value)); return *this;} /** *

The path to the TLS certificate on your compute resource. The path and * certificate are not validated by Amazon GameLift.

*/ inline RegisterComputeRequest& WithCertificatePath(const char* value) { SetCertificatePath(value); return *this;} /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline const Aws::String& GetDnsName() const{ return m_dnsName; } /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} /** *

The DNS name of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} /** *

The IP address of the compute resource. Amazon GameLift requires the DNS name * or IP address to manage your compute resource.

*/ inline RegisterComputeRequest& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline const Aws::String& GetLocation() const{ return m_location; } /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; } /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; } /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); } /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); } /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline RegisterComputeRequest& WithLocation(const Aws::String& value) { SetLocation(value); return *this;} /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline RegisterComputeRequest& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;} /** *

The name of the custom location you added to the fleet you are registering * this compute resource to.

*/ inline RegisterComputeRequest& WithLocation(const char* value) { SetLocation(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_computeName; bool m_computeNameHasBeenSet = false; Aws::String m_certificatePath; bool m_certificatePathHasBeenSet = false; Aws::String m_dnsName; bool m_dnsNameHasBeenSet = false; Aws::String m_ipAddress; bool m_ipAddressHasBeenSet = false; Aws::String m_location; bool m_locationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws