/** * 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 { namespace GameLift { namespace Model { /** */ class ResumeGameServerGroupRequest : public GameLiftRequest { public: AWS_GAMELIFT_API ResumeGameServerGroupRequest(); // 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 "ResumeGameServerGroup"; } 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. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

A unique identifier for the game server group. Use either the name or ARN * value.

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

The activity to resume for this game server group.

*/ inline const Aws::Vector& GetResumeActions() const{ return m_resumeActions; } /** *

The activity to resume for this game server group.

*/ inline bool ResumeActionsHasBeenSet() const { return m_resumeActionsHasBeenSet; } /** *

The activity to resume for this game server group.

*/ inline void SetResumeActions(const Aws::Vector& value) { m_resumeActionsHasBeenSet = true; m_resumeActions = value; } /** *

The activity to resume for this game server group.

*/ inline void SetResumeActions(Aws::Vector&& value) { m_resumeActionsHasBeenSet = true; m_resumeActions = std::move(value); } /** *

The activity to resume for this game server group.

*/ inline ResumeGameServerGroupRequest& WithResumeActions(const Aws::Vector& value) { SetResumeActions(value); return *this;} /** *

The activity to resume for this game server group.

*/ inline ResumeGameServerGroupRequest& WithResumeActions(Aws::Vector&& value) { SetResumeActions(std::move(value)); return *this;} /** *

The activity to resume for this game server group.

*/ inline ResumeGameServerGroupRequest& AddResumeActions(const GameServerGroupAction& value) { m_resumeActionsHasBeenSet = true; m_resumeActions.push_back(value); return *this; } /** *

The activity to resume for this game server group.

*/ inline ResumeGameServerGroupRequest& AddResumeActions(GameServerGroupAction&& value) { m_resumeActionsHasBeenSet = true; m_resumeActions.push_back(std::move(value)); return *this; } private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet = false; Aws::Vector m_resumeActions; bool m_resumeActionsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws