/*
* Copyright 2010-2017 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.
*/

#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>

namespace Aws
{
namespace GameLift
{
namespace Model
{

  /**
   * <p>Represents the input for a request action.</p><p><h3>See Also:</h3>   <a
   * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput">AWS
   * API Reference</a></p>
   */
  class AWS_GAMELIFT_API CreateMatchmakingRuleSetRequest : public GameLiftRequest
  {
  public:
    CreateMatchmakingRuleSetRequest();
    Aws::String SerializePayload() const override;

    Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;


    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline const Aws::String& GetName() const{ return m_name; }

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithName(const Aws::String& value) { SetName(value); return *this;}

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}

    /**
     * <p>Unique identifier for a matchmaking rule set. This name is used to identify
     * the rule set associated with a matchmaking configuration.</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithName(const char* value) { SetName(value); return *this;}


    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline const Aws::String& GetRuleSetBody() const{ return m_ruleSetBody; }

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline void SetRuleSetBody(const Aws::String& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = value; }

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline void SetRuleSetBody(Aws::String&& value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody = std::move(value); }

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline void SetRuleSetBody(const char* value) { m_ruleSetBodyHasBeenSet = true; m_ruleSetBody.assign(value); }

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const Aws::String& value) { SetRuleSetBody(value); return *this;}

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(Aws::String&& value) { SetRuleSetBody(std::move(value)); return *this;}

    /**
     * <p>Collection of matchmaking rules, formatted as a JSON string. (Note that
     * comments are not allowed in JSON, but most elements support a description
     * field.)</p>
     */
    inline CreateMatchmakingRuleSetRequest& WithRuleSetBody(const char* value) { SetRuleSetBody(value); return *this;}

  private:

    Aws::String m_name;
    bool m_nameHasBeenSet;

    Aws::String m_ruleSetBody;
    bool m_ruleSetBodyHasBeenSet;
  };

} // namespace Model
} // namespace GameLift
} // namespace Aws
