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

A unique identifier for the fleet to update attribute metadata for. 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 update attribute metadata for. You can * use either the fleet ID or ARN value.

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

A unique identifier for the fleet to update attribute metadata for. 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 update attribute metadata for. 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 update attribute metadata for. 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 update attribute metadata for. You can * use either the fleet ID or ARN value.

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

A unique identifier for the fleet to update attribute metadata for. You can * use either the fleet ID or ARN value.

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

A unique identifier for the fleet to update attribute metadata for. You can * use either the fleet ID or ARN value.

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

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline UpdateFleetAttributesRequest& WithName(const char* value) { SetName(value); return *this;} /** *

A human-readable description of a fleet.

*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *

A human-readable description of a fleet.

*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *

A human-readable description of a fleet.

*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *

A human-readable description of a fleet.

*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *

A human-readable description of a fleet.

*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *

A human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *

A human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *

A human-readable description of a fleet.

*/ inline UpdateFleetAttributesRequest& WithDescription(const char* value) { SetDescription(value); return *this;} /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; } /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; } /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; } /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); } /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;} /** *

The game session protection policy to apply to all new instances created in * this fleet. Instances that already exist are not affected. You can set * protection for individual instances using UpdateGameSession * .

  • NoProtection -- The game session can be terminated * during a scale-down event.

  • FullProtection -- If the * game session is in an ACTIVE status, it cannot be terminated during * a scale-down event.

*/ inline UpdateFleetAttributesRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;} /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} /** *

Policy settings that limit the number of game sessions an individual player * can create over a span of time.

*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline const Aws::Vector& GetMetricGroups() const{ return m_metricGroups; } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline void SetMetricGroups(const Aws::Vector& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline void SetMetricGroups(Aws::Vector&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline UpdateFleetAttributesRequest& WithMetricGroups(const Aws::Vector& value) { SetMetricGroups(value); return *this;} /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline UpdateFleetAttributesRequest& WithMetricGroups(Aws::Vector&& value) { SetMetricGroups(std::move(value)); return *this;} /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } /** *

The name of a metric group to add this fleet to. Use a metric group in Amazon * CloudWatch to aggregate the metrics from multiple fleets. Provide an existing * metric group name, or create a new metric group by providing a new name. A fleet * can only be in one metric group at a time.

*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *

Amazon GameLift Anywhere configuration options.

*/ inline const AnywhereConfiguration& GetAnywhereConfiguration() const{ return m_anywhereConfiguration; } /** *

Amazon GameLift Anywhere configuration options.

*/ inline bool AnywhereConfigurationHasBeenSet() const { return m_anywhereConfigurationHasBeenSet; } /** *

Amazon GameLift Anywhere configuration options.

*/ inline void SetAnywhereConfiguration(const AnywhereConfiguration& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = value; } /** *

Amazon GameLift Anywhere configuration options.

*/ inline void SetAnywhereConfiguration(AnywhereConfiguration&& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = std::move(value); } /** *

Amazon GameLift Anywhere configuration options.

*/ inline UpdateFleetAttributesRequest& WithAnywhereConfiguration(const AnywhereConfiguration& value) { SetAnywhereConfiguration(value); return *this;} /** *

Amazon GameLift Anywhere configuration options.

*/ inline UpdateFleetAttributesRequest& WithAnywhereConfiguration(AnywhereConfiguration&& value) { SetAnywhereConfiguration(std::move(value)); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; Aws::String m_description; bool m_descriptionHasBeenSet = false; ProtectionPolicy m_newGameSessionProtectionPolicy; bool m_newGameSessionProtectionPolicyHasBeenSet = false; ResourceCreationLimitPolicy m_resourceCreationLimitPolicy; bool m_resourceCreationLimitPolicyHasBeenSet = false; Aws::Vector m_metricGroups; bool m_metricGroupsHasBeenSet = false; AnywhereConfiguration m_anywhereConfiguration; bool m_anywhereConfigurationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws