1 /** 2 * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. 3 * SPDX-License-Identifier: Apache-2.0. 4 */ 5 6 #pragma once 7 #include <aws/gamelift/GameLift_EXPORTS.h> 8 #include <aws/core/utils/memory/stl/AWSString.h> 9 #include <aws/core/utils/memory/stl/AWSVector.h> 10 #include <aws/gamelift/model/LocationState.h> 11 #include <utility> 12 13 namespace Aws 14 { 15 template<typename RESULT_TYPE> 16 class AmazonWebServiceResult; 17 18 namespace Utils 19 { 20 namespace Json 21 { 22 class JsonValue; 23 } // namespace Json 24 } // namespace Utils 25 namespace GameLift 26 { 27 namespace Model 28 { 29 /** 30 * <p>Represents the returned data in response to a request operation. 31 * </p><p><h3>See Also:</h3> <a 32 * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocationsOutput">AWS 33 * API Reference</a></p> 34 */ 35 class AWS_GAMELIFT_API CreateFleetLocationsResult 36 { 37 public: 38 CreateFleetLocationsResult(); 39 CreateFleetLocationsResult(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result); 40 CreateFleetLocationsResult& operator=(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result); 41 42 43 /** 44 * <p>A unique identifier for the fleet that was updated with new locations.</p> 45 */ GetFleetId()46 inline const Aws::String& GetFleetId() const{ return m_fleetId; } 47 48 /** 49 * <p>A unique identifier for the fleet that was updated with new locations.</p> 50 */ SetFleetId(const Aws::String & value)51 inline void SetFleetId(const Aws::String& value) { m_fleetId = value; } 52 53 /** 54 * <p>A unique identifier for the fleet that was updated with new locations.</p> 55 */ SetFleetId(Aws::String && value)56 inline void SetFleetId(Aws::String&& value) { m_fleetId = std::move(value); } 57 58 /** 59 * <p>A unique identifier for the fleet that was updated with new locations.</p> 60 */ SetFleetId(const char * value)61 inline void SetFleetId(const char* value) { m_fleetId.assign(value); } 62 63 /** 64 * <p>A unique identifier for the fleet that was updated with new locations.</p> 65 */ WithFleetId(const Aws::String & value)66 inline CreateFleetLocationsResult& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} 67 68 /** 69 * <p>A unique identifier for the fleet that was updated with new locations.</p> 70 */ WithFleetId(Aws::String && value)71 inline CreateFleetLocationsResult& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} 72 73 /** 74 * <p>A unique identifier for the fleet that was updated with new locations.</p> 75 */ WithFleetId(const char * value)76 inline CreateFleetLocationsResult& WithFleetId(const char* value) { SetFleetId(value); return *this;} 77 78 79 /** 80 * <p>The Amazon Resource Name (<a 81 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 82 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 83 * are unique across all Regions. Format is 84 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 85 * </p> 86 */ GetFleetArn()87 inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } 88 89 /** 90 * <p>The Amazon Resource Name (<a 91 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 92 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 93 * are unique across all Regions. Format is 94 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 95 * </p> 96 */ SetFleetArn(const Aws::String & value)97 inline void SetFleetArn(const Aws::String& value) { m_fleetArn = value; } 98 99 /** 100 * <p>The Amazon Resource Name (<a 101 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 102 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 103 * are unique across all Regions. Format is 104 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 105 * </p> 106 */ SetFleetArn(Aws::String && value)107 inline void SetFleetArn(Aws::String&& value) { m_fleetArn = std::move(value); } 108 109 /** 110 * <p>The Amazon Resource Name (<a 111 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 112 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 113 * are unique across all Regions. Format is 114 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 115 * </p> 116 */ SetFleetArn(const char * value)117 inline void SetFleetArn(const char* value) { m_fleetArn.assign(value); } 118 119 /** 120 * <p>The Amazon Resource Name (<a 121 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 122 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 123 * are unique across all Regions. Format is 124 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 125 * </p> 126 */ WithFleetArn(const Aws::String & value)127 inline CreateFleetLocationsResult& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} 128 129 /** 130 * <p>The Amazon Resource Name (<a 131 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 132 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 133 * are unique across all Regions. Format is 134 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 135 * </p> 136 */ WithFleetArn(Aws::String && value)137 inline CreateFleetLocationsResult& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} 138 139 /** 140 * <p>The Amazon Resource Name (<a 141 * href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) 142 * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs 143 * are unique across all Regions. Format is 144 * <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. 145 * </p> 146 */ WithFleetArn(const char * value)147 inline CreateFleetLocationsResult& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} 148 149 150 /** 151 * <p>The remote locations that are being added to the fleet, and the life-cycle 152 * status of each location. For new locations, the status is set to 153 * <code>NEW</code>. During location creation, GameLift updates each location's 154 * status as instances are deployed there and prepared for game hosting. This list 155 * does not include the fleet home Region or any remote locations that were already 156 * added to the fleet.</p> 157 */ GetLocationStates()158 inline const Aws::Vector<LocationState>& GetLocationStates() const{ return m_locationStates; } 159 160 /** 161 * <p>The remote locations that are being added to the fleet, and the life-cycle 162 * status of each location. For new locations, the status is set to 163 * <code>NEW</code>. During location creation, GameLift updates each location's 164 * status as instances are deployed there and prepared for game hosting. This list 165 * does not include the fleet home Region or any remote locations that were already 166 * added to the fleet.</p> 167 */ SetLocationStates(const Aws::Vector<LocationState> & value)168 inline void SetLocationStates(const Aws::Vector<LocationState>& value) { m_locationStates = value; } 169 170 /** 171 * <p>The remote locations that are being added to the fleet, and the life-cycle 172 * status of each location. For new locations, the status is set to 173 * <code>NEW</code>. During location creation, GameLift updates each location's 174 * status as instances are deployed there and prepared for game hosting. This list 175 * does not include the fleet home Region or any remote locations that were already 176 * added to the fleet.</p> 177 */ SetLocationStates(Aws::Vector<LocationState> && value)178 inline void SetLocationStates(Aws::Vector<LocationState>&& value) { m_locationStates = std::move(value); } 179 180 /** 181 * <p>The remote locations that are being added to the fleet, and the life-cycle 182 * status of each location. For new locations, the status is set to 183 * <code>NEW</code>. During location creation, GameLift updates each location's 184 * status as instances are deployed there and prepared for game hosting. This list 185 * does not include the fleet home Region or any remote locations that were already 186 * added to the fleet.</p> 187 */ WithLocationStates(const Aws::Vector<LocationState> & value)188 inline CreateFleetLocationsResult& WithLocationStates(const Aws::Vector<LocationState>& value) { SetLocationStates(value); return *this;} 189 190 /** 191 * <p>The remote locations that are being added to the fleet, and the life-cycle 192 * status of each location. For new locations, the status is set to 193 * <code>NEW</code>. During location creation, GameLift updates each location's 194 * status as instances are deployed there and prepared for game hosting. This list 195 * does not include the fleet home Region or any remote locations that were already 196 * added to the fleet.</p> 197 */ WithLocationStates(Aws::Vector<LocationState> && value)198 inline CreateFleetLocationsResult& WithLocationStates(Aws::Vector<LocationState>&& value) { SetLocationStates(std::move(value)); return *this;} 199 200 /** 201 * <p>The remote locations that are being added to the fleet, and the life-cycle 202 * status of each location. For new locations, the status is set to 203 * <code>NEW</code>. During location creation, GameLift updates each location's 204 * status as instances are deployed there and prepared for game hosting. This list 205 * does not include the fleet home Region or any remote locations that were already 206 * added to the fleet.</p> 207 */ AddLocationStates(const LocationState & value)208 inline CreateFleetLocationsResult& AddLocationStates(const LocationState& value) { m_locationStates.push_back(value); return *this; } 209 210 /** 211 * <p>The remote locations that are being added to the fleet, and the life-cycle 212 * status of each location. For new locations, the status is set to 213 * <code>NEW</code>. During location creation, GameLift updates each location's 214 * status as instances are deployed there and prepared for game hosting. This list 215 * does not include the fleet home Region or any remote locations that were already 216 * added to the fleet.</p> 217 */ AddLocationStates(LocationState && value)218 inline CreateFleetLocationsResult& AddLocationStates(LocationState&& value) { m_locationStates.push_back(std::move(value)); return *this; } 219 220 private: 221 222 Aws::String m_fleetId; 223 224 Aws::String m_fleetArn; 225 226 Aws::Vector<LocationState> m_locationStates; 227 }; 228 229 } // namespace Model 230 } // namespace GameLift 231 } // namespace Aws 232