/* * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). * You may not use this file except in compliance with the License. * A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either * express or implied. See the License for the specific language governing * permissions and limitations under the License. */ /* * Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model. */ using System; using System.Collections.Generic; using System.Xml.Serialization; using System.Text; using System.IO; using System.Net; using Amazon.Runtime; using Amazon.Runtime.Internal; namespace Amazon.GameLift.Model { /// /// Container for the parameters to the UpdateGameServer operation. /// This operation is used with the Amazon GameLift FleetIQ solution and game server /// groups. /// /// /// /// Updates information about a registered game server to help Amazon GameLift FleetIQ /// to track game server availability. This operation is called by a game server process /// that is running on an instance in a game server group. /// /// /// /// Use this operation to update the following types of game server information. You can /// make all three types of updates in the same request: /// /// /// /// Once a game server is successfully updated, the relevant statuses and timestamps are /// updated. /// /// /// /// Learn more /// /// /// /// Amazon /// GameLift FleetIQ Guide /// /// public partial class UpdateGameServerRequest : AmazonGameLiftRequest { private string _gameServerData; private string _gameServerGroupName; private string _gameServerId; private GameServerHealthCheck _healthCheck; private GameServerUtilizationStatus _utilizationStatus; /// /// Gets and sets the property 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. /// /// /// [AWSProperty(Min=1, Max=1024)] public string GameServerData { get { return this._gameServerData; } set { this._gameServerData = value; } } // Check to see if GameServerData property is set internal bool IsSetGameServerData() { return this._gameServerData != null; } /// /// Gets and sets the property GameServerGroupName. /// /// A unique identifier for the game server group where the game server is running. /// /// [AWSProperty(Required=true, Min=1, Max=256)] public string GameServerGroupName { get { return this._gameServerGroupName; } set { this._gameServerGroupName = value; } } // Check to see if GameServerGroupName property is set internal bool IsSetGameServerGroupName() { return this._gameServerGroupName != null; } /// /// Gets and sets the property GameServerId. /// /// A custom string that uniquely identifies the game server to update. /// /// [AWSProperty(Required=true, Min=3, Max=128)] public string GameServerId { get { return this._gameServerId; } set { this._gameServerId = value; } } // Check to see if GameServerId property is set internal bool IsSetGameServerId() { return this._gameServerId != null; } /// /// Gets and sets the property HealthCheck. /// /// Indicates health status of the game server. A request that includes this parameter /// updates the game server's LastHealthCheckTime timestamp. /// /// public GameServerHealthCheck HealthCheck { get { return this._healthCheck; } set { this._healthCheck = value; } } // Check to see if HealthCheck property is set internal bool IsSetHealthCheck() { return this._healthCheck != null; } /// /// Gets and sets the property UtilizationStatus. /// /// Indicates whether the game server is available or is currently hosting gameplay. /// /// public GameServerUtilizationStatus UtilizationStatus { get { return this._utilizationStatus; } set { this._utilizationStatus = value; } } // Check to see if UtilizationStatus property is set internal bool IsSetUtilizationStatus() { return this._utilizationStatus != null; } } }