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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A unique identifier for the game server group where the game server is * running.

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

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline const Aws::String& GetGameServerId() const{ return m_gameServerId; } /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline bool GameServerIdHasBeenSet() const { return m_gameServerIdHasBeenSet; } /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline void SetGameServerId(const Aws::String& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = value; } /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline void SetGameServerId(Aws::String&& value) { m_gameServerIdHasBeenSet = true; m_gameServerId = std::move(value); } /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline void SetGameServerId(const char* value) { m_gameServerIdHasBeenSet = true; m_gameServerId.assign(value); } /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline RegisterGameServerRequest& WithGameServerId(const Aws::String& value) { SetGameServerId(value); return *this;} /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline RegisterGameServerRequest& WithGameServerId(Aws::String&& value) { SetGameServerId(std::move(value)); return *this;} /** *

A custom string that uniquely identifies the game server to register. Game * server IDs are developer-defined and must be unique across all game server * groups in your Amazon Web Services account.

*/ inline RegisterGameServerRequest& WithGameServerId(const char* value) { SetGameServerId(value); return *this;} /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline const Aws::String& GetInstanceId() const{ return m_instanceId; } /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; } /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; } /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); } /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); } /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline RegisterGameServerRequest& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;} /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline RegisterGameServerRequest& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;} /** *

The unique identifier for the instance where the game server is running. This * ID is available in the instance metadata. EC2 instance IDs use a 17-character * format, for example: i-1234567890abcdef0.

*/ inline RegisterGameServerRequest& WithInstanceId(const char* value) { SetInstanceId(value); return *this;} /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline const Aws::String& GetConnectionInfo() const{ return m_connectionInfo; } /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline bool ConnectionInfoHasBeenSet() const { return m_connectionInfoHasBeenSet; } /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline void SetConnectionInfo(const Aws::String& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = value; } /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline void SetConnectionInfo(Aws::String&& value) { m_connectionInfoHasBeenSet = true; m_connectionInfo = std::move(value); } /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline void SetConnectionInfo(const char* value) { m_connectionInfoHasBeenSet = true; m_connectionInfo.assign(value); } /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline RegisterGameServerRequest& WithConnectionInfo(const Aws::String& value) { SetConnectionInfo(value); return *this;} /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline RegisterGameServerRequest& WithConnectionInfo(Aws::String&& value) { SetConnectionInfo(std::move(value)); return *this;} /** *

Information that is needed to make inbound client connections to the game * server. This might include the IP address and port, DNS name, and other * information.

*/ inline RegisterGameServerRequest& WithConnectionInfo(const char* value) { SetConnectionInfo(value); return *this;} /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline const Aws::String& GetGameServerData() const{ return m_gameServerData; } /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline bool GameServerDataHasBeenSet() const { return m_gameServerDataHasBeenSet; } /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline void SetGameServerData(const Aws::String& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = value; } /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline void SetGameServerData(Aws::String&& value) { m_gameServerDataHasBeenSet = true; m_gameServerData = std::move(value); } /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline void SetGameServerData(const char* value) { m_gameServerDataHasBeenSet = true; m_gameServerData.assign(value); } /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline RegisterGameServerRequest& WithGameServerData(const Aws::String& value) { SetGameServerData(value); return *this;} /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline RegisterGameServerRequest& WithGameServerData(Aws::String&& value) { SetGameServerData(std::move(value)); return *this;} /** *

A set of custom game server properties, formatted as a single string value. * This data is passed to a game client or service when it requests information on * game servers.

*/ inline RegisterGameServerRequest& WithGameServerData(const char* value) { SetGameServerData(value); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet = false; Aws::String m_gameServerId; bool m_gameServerIdHasBeenSet = false; Aws::String m_instanceId; bool m_instanceIdHasBeenSet = false; Aws::String m_connectionInfo; bool m_connectionInfoHasBeenSet = false; Aws::String m_gameServerData; bool m_gameServerDataHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws