/** * 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 #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class CreateGameServerGroupRequest : public GameLiftRequest { public: AWS_GAMELIFT_API CreateGameServerGroupRequest(); // 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 "CreateGameServerGroup"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *

An identifier for the new game server group. This value is used to generate * unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon * GameLift FleetIQ game server group. The name must be unique per Region per * Amazon Web Services account.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline const Aws::String& GetRoleArn() const{ return m_roleArn; } /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline bool RoleArnHasBeenSet() const { return m_roleArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline void SetRoleArn(const Aws::String& value) { m_roleArnHasBeenSet = true; m_roleArn = value; } /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline void SetRoleArn(Aws::String&& value) { m_roleArnHasBeenSet = true; m_roleArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline void SetRoleArn(const char* value) { m_roleArnHasBeenSet = true; m_roleArn.assign(value); } /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline CreateGameServerGroupRequest& WithRoleArn(const Aws::String& value) { SetRoleArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline CreateGameServerGroupRequest& WithRoleArn(Aws::String&& value) { SetRoleArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto * Scaling groups.

*/ inline CreateGameServerGroupRequest& WithRoleArn(const char* value) { SetRoleArn(value); return *this;} /** *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not * scale down the group below this minimum. In production, this value should be set * to at least 1. After the Auto Scaling group is created, update this value * directly in the Auto Scaling group using the Amazon Web Services console or * APIs.

*/ inline int GetMinSize() const{ return m_minSize; } /** *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not * scale down the group below this minimum. In production, this value should be set * to at least 1. After the Auto Scaling group is created, update this value * directly in the Auto Scaling group using the Amazon Web Services console or * APIs.

*/ inline bool MinSizeHasBeenSet() const { return m_minSizeHasBeenSet; } /** *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not * scale down the group below this minimum. In production, this value should be set * to at least 1. After the Auto Scaling group is created, update this value * directly in the Auto Scaling group using the Amazon Web Services console or * APIs.

*/ inline void SetMinSize(int value) { m_minSizeHasBeenSet = true; m_minSize = value; } /** *

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not * scale down the group below this minimum. In production, this value should be set * to at least 1. After the Auto Scaling group is created, update this value * directly in the Auto Scaling group using the Amazon Web Services console or * APIs.

*/ inline CreateGameServerGroupRequest& WithMinSize(int value) { SetMinSize(value); return *this;} /** *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up * the group above this maximum. After the Auto Scaling group is created, update * this value directly in the Auto Scaling group using the Amazon Web Services * console or APIs.

*/ inline int GetMaxSize() const{ return m_maxSize; } /** *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up * the group above this maximum. After the Auto Scaling group is created, update * this value directly in the Auto Scaling group using the Amazon Web Services * console or APIs.

*/ inline bool MaxSizeHasBeenSet() const { return m_maxSizeHasBeenSet; } /** *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up * the group above this maximum. After the Auto Scaling group is created, update * this value directly in the Auto Scaling group using the Amazon Web Services * console or APIs.

*/ inline void SetMaxSize(int value) { m_maxSizeHasBeenSet = true; m_maxSize = value; } /** *

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. * During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up * the group above this maximum. After the Auto Scaling group is created, update * this value directly in the Auto Scaling group using the Amazon Web Services * console or APIs.

*/ inline CreateGameServerGroupRequest& WithMaxSize(int value) { SetMaxSize(value); return *this;} /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline const LaunchTemplateSpecification& GetLaunchTemplate() const{ return m_launchTemplate; } /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline bool LaunchTemplateHasBeenSet() const { return m_launchTemplateHasBeenSet; } /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline void SetLaunchTemplate(const LaunchTemplateSpecification& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = value; } /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline void SetLaunchTemplate(LaunchTemplateSpecification&& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = std::move(value); } /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline CreateGameServerGroupRequest& WithLaunchTemplate(const LaunchTemplateSpecification& value) { SetLaunchTemplate(value); return *this;} /** *

The Amazon EC2 launch template that contains configuration settings and game * server code to be deployed to all instances in the game server group. You can * specify the template using either the template name or ID. For help with * creating a launch template, see Creating * a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute * Cloud Auto Scaling User Guide. After the Auto Scaling group is created, * update this value directly in the Auto Scaling group using the Amazon Web * Services console or APIs.

If you specify network interfaces in * your launch template, you must explicitly set the property * AssociatePublicIpAddress to "true". If no network interface is * specified in the launch template, Amazon GameLift FleetIQ uses your account's * default VPC.

*/ inline CreateGameServerGroupRequest& WithLaunchTemplate(LaunchTemplateSpecification&& value) { SetLaunchTemplate(std::move(value)); return *this;} /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline const Aws::Vector& GetInstanceDefinitions() const{ return m_instanceDefinitions; } /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; } /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline void SetInstanceDefinitions(const Aws::Vector& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = value; } /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline void SetInstanceDefinitions(Aws::Vector&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = std::move(value); } /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& WithInstanceDefinitions(const Aws::Vector& value) { SetInstanceDefinitions(value); return *this;} /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& WithInstanceDefinitions(Aws::Vector&& value) { SetInstanceDefinitions(std::move(value)); return *this;} /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; } /** *

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The * instance definitions must specify at least two different instance types that are * supported by Amazon GameLift FleetIQ. For more information on instance types, * see EC2 * Instance Types in the Amazon Elastic Compute Cloud User Guide. You * can optionally specify capacity weighting for each instance type. If no weight * value is specified for an instance type, it is set to the default value "1". For * more information about capacity weighting, see * Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(value)); return *this; } /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline const GameServerGroupAutoScalingPolicy& GetAutoScalingPolicy() const{ return m_autoScalingPolicy; } /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline bool AutoScalingPolicyHasBeenSet() const { return m_autoScalingPolicyHasBeenSet; } /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline void SetAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = value; } /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline void SetAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = std::move(value); } /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline CreateGameServerGroupRequest& WithAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { SetAutoScalingPolicy(value); return *this;} /** *

Configuration settings to define a scaling policy for the Auto Scaling group * that is optimized for game hosting. The scaling policy uses the metric * "PercentUtilizedGameServers" to maintain a buffer of idle game * servers that can immediately accommodate new games and players. After the Auto * Scaling group is created, update this value directly in the Auto Scaling group * using the Amazon Web Services console or APIs.

*/ inline CreateGameServerGroupRequest& WithAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { SetAutoScalingPolicy(std::move(value)); return *this;} /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline const BalancingStrategy& GetBalancingStrategy() const{ return m_balancingStrategy; } /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline bool BalancingStrategyHasBeenSet() const { return m_balancingStrategyHasBeenSet; } /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline void SetBalancingStrategy(const BalancingStrategy& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = value; } /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline void SetBalancingStrategy(BalancingStrategy&& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = std::move(value); } /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline CreateGameServerGroupRequest& WithBalancingStrategy(const BalancingStrategy& value) { SetBalancingStrategy(value); return *this;} /** *

Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and * On-Demand Instances in the game server group. Method options include the * following:

  • SPOT_ONLY - Only Spot Instances are * used in the game server group. If Spot Instances are unavailable or not viable * for game hosting, the game server group provides no hosting capacity until Spot * Instances can again be used. Until then, no new instances are started, and the * existing nonviable Spot Instances are terminated (after current gameplay ends) * and are not replaced.

  • SPOT_PREFERRED - (default * value) Spot Instances are used whenever available in the game server group. If * Spot Instances are unavailable, the game server group continues to provide * hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot * Instances are terminated (after current gameplay ends) and are replaced with new * On-Demand Instances.

  • ON_DEMAND_ONLY - Only * On-Demand Instances are used in the game server group. No Spot Instances are * used, even when available, while this balancing strategy is in force.

  • *
*/ inline CreateGameServerGroupRequest& WithBalancingStrategy(BalancingStrategy&& value) { SetBalancingStrategy(std::move(value)); return *this;} /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline const GameServerProtectionPolicy& GetGameServerProtectionPolicy() const{ return m_gameServerProtectionPolicy; } /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline bool GameServerProtectionPolicyHasBeenSet() const { return m_gameServerProtectionPolicyHasBeenSet; } /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline void SetGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = value; } /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline void SetGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = std::move(value); } /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { SetGameServerProtectionPolicy(value); return *this;} /** *

A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running might be terminated during a scale-down event, causing players * to be dropped from the game. Protected instances cannot be terminated while * there are active game servers running except in the event of a forced game * server group deletion (see ). An exception to this is with Spot Instances, which * can be terminated by Amazon Web Services regardless of protection status. This * property is set to NO_PROTECTION by default.

*/ inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;} /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline const Aws::Vector& GetVpcSubnets() const{ return m_vpcSubnets; } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline bool VpcSubnetsHasBeenSet() const { return m_vpcSubnetsHasBeenSet; } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline void SetVpcSubnets(const Aws::Vector& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = value; } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline void SetVpcSubnets(Aws::Vector&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = std::move(value); } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline CreateGameServerGroupRequest& WithVpcSubnets(const Aws::Vector& value) { SetVpcSubnets(value); return *this;} /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline CreateGameServerGroupRequest& WithVpcSubnets(Aws::Vector&& value) { SetVpcSubnets(std::move(value)); return *this;} /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(const Aws::String& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(Aws::String&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(std::move(value)); return *this; } /** *

A list of virtual private cloud (VPC) subnets to use with instances in the * game server group. By default, all Amazon GameLift FleetIQ-supported * Availability Zones are used. You can use this parameter to specify VPCs that * you've set up. This property cannot be updated after the game server group is * created, and the corresponding Auto Scaling group will always use the property * value that is set with this request, even if the Auto Scaling group is updated * directly.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(const char* value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline const Aws::Vector& GetTags() const{ return m_tags; } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline void SetTags(const Aws::Vector& value) { m_tagsHasBeenSet = true; m_tags = value; } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline void SetTags(Aws::Vector&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline CreateGameServerGroupRequest& WithTags(const Aws::Vector& value) { SetTags(value); return *this;} /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline CreateGameServerGroupRequest& WithTags(Aws::Vector&& value) { SetTags(std::move(value)); return *this;} /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline CreateGameServerGroupRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } /** *

A list of labels to assign to the new game server group resource. Tags are * developer-defined key-value pairs. Tagging Amazon Web Services resources is * useful for resource management, access management, and cost allocation. For more * information, see Tagging * Amazon Web Services Resources in the Amazon Web Services General * Reference.

*/ inline CreateGameServerGroupRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; } private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet = false; Aws::String m_roleArn; bool m_roleArnHasBeenSet = false; int m_minSize; bool m_minSizeHasBeenSet = false; int m_maxSize; bool m_maxSizeHasBeenSet = false; LaunchTemplateSpecification m_launchTemplate; bool m_launchTemplateHasBeenSet = false; Aws::Vector m_instanceDefinitions; bool m_instanceDefinitionsHasBeenSet = false; GameServerGroupAutoScalingPolicy m_autoScalingPolicy; bool m_autoScalingPolicyHasBeenSet = false; BalancingStrategy m_balancingStrategy; bool m_balancingStrategyHasBeenSet = false; GameServerProtectionPolicy m_gameServerProtectionPolicy; bool m_gameServerProtectionPolicyHasBeenSet = false; Aws::Vector m_vpcSubnets; bool m_vpcSubnetsHasBeenSet = false; Aws::Vector m_tags; bool m_tagsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws