/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Amazon GameLift Anywhere configuration options for your Anywhere * fleets.

See Also:

AWS * API Reference

*/ class AnywhereConfiguration { public: AWS_GAMELIFT_API AnywhereConfiguration(); AWS_GAMELIFT_API AnywhereConfiguration(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API AnywhereConfiguration& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline const Aws::String& GetCost() const{ return m_cost; } /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline bool CostHasBeenSet() const { return m_costHasBeenSet; } /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline void SetCost(const Aws::String& value) { m_costHasBeenSet = true; m_cost = value; } /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline void SetCost(Aws::String&& value) { m_costHasBeenSet = true; m_cost = std::move(value); } /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline void SetCost(const char* value) { m_costHasBeenSet = true; m_cost.assign(value); } /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline AnywhereConfiguration& WithCost(const Aws::String& value) { SetCost(value); return *this;} /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline AnywhereConfiguration& WithCost(Aws::String&& value) { SetCost(std::move(value)); return *this;} /** *

The cost to run your fleet per hour. Amazon GameLift uses the provided cost * of your fleet to balance usage in queues. For more information about queues, see * Setting * up queues in the Amazon GameLift Developer Guide.

*/ inline AnywhereConfiguration& WithCost(const char* value) { SetCost(value); return *this;} private: Aws::String m_cost; bool m_costHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws