/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Describes a Amazon GameLift fleet of game hosting resources.
* Related actions See Also:
AWS
* API Reference
A unique identifier for the fleet.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for the fleet.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for the fleet.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for the fleet.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for the fleet.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for the fleet.
*/ inline FleetAttributes& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for the fleet.
*/ inline FleetAttributes& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for the fleet.
*/ inline FleetAttributes& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift fleet resource and uniquely identifies it.
* ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
* In a GameLift fleet ARN, the resource ID matches the FleetId
* value.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
Indicates whether to use On-Demand or Spot instances for this fleet. By
* default, this property is set to ON_DEMAND
. Learn more about when
* to use
* On-Demand versus Spot Instances. This property cannot be changed after the
* fleet is created.
The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline const EC2InstanceType& GetInstanceType() const{ return m_instanceType; } /** *The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; } /** *The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline void SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; } /** *The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline void SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); } /** *The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline FleetAttributes& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(value); return *this;} /** *The Amazon EC2 instance type that determines the computing resources of each * instance in the fleet. Instance type defines the CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions.
*/ inline FleetAttributes& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;} /** *A human-readable description of the fleet.
*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *A human-readable description of the fleet.
*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *A human-readable description of the fleet.
*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *A human-readable description of the fleet.
*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *A human-readable description of the fleet.
*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *A human-readable description of the fleet.
*/ inline FleetAttributes& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *A human-readable description of the fleet.
*/ inline FleetAttributes& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *A human-readable description of the fleet.
*/ inline FleetAttributes& WithDescription(const char* value) { SetDescription(value); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline FleetAttributes& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline FleetAttributes& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline FleetAttributes& WithName(const char* value) { SetName(value); return *this;} /** *A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was terminated. Format is a
* number expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
Current status of the fleet. Possible fleet statuses include the * following:
NEW -- A new fleet has been defined and * desired instances is set to 1.
* DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.
ACTIVE -- Hosts can now * accept game sessions.
ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.
* DELETING -- Hosts are responding to a delete fleet request.
TERMINATED -- The fleet no longer exists.
A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline const Aws::String& GetBuildId() const{ return m_buildId; } /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; } /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; } /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); } /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); } /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline FleetAttributes& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;} /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline FleetAttributes& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;} /** *A unique identifier for the build resource that is deployed on instances in * this fleet.
*/ inline FleetAttributes& WithBuildId(const char* value) { SetBuildId(value); return *this;} /** * The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
The Amazon Resource Name (ARN)
* associated with the Amazon GameLift build resource that is deployed on instances
* in this fleet. In a GameLift build ARN, the resource ID matches the
* BuildId
value.
A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline const Aws::String& GetScriptId() const{ return m_scriptId; } /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; } /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; } /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); } /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); } /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline FleetAttributes& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;} /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline FleetAttributes& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;} /** *A unique identifier for the Realtime script resource that is deployed on * instances in this fleet.
*/ inline FleetAttributes& WithScriptId(const char* value) { SetScriptId(value); return *this;} /** * The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
The Amazon Resource Name (ARN)
* associated with the GameLift script resource that is deployed on instances in
* this fleet. In a GameLift script ARN, the resource ID matches the
* ScriptId
value.
This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline const Aws::String& GetServerLaunchPath() const{ return m_serverLaunchPath; } /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline bool ServerLaunchPathHasBeenSet() const { return m_serverLaunchPathHasBeenSet; } /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline void SetServerLaunchPath(const Aws::String& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = value; } /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline void SetServerLaunchPath(Aws::String&& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = std::move(value); } /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline void SetServerLaunchPath(const char* value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath.assign(value); } /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchPath(const Aws::String& value) { SetServerLaunchPath(value); return *this;} /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchPath(Aws::String&& value) { SetServerLaunchPath(std::move(value)); return *this;} /** *This parameter is no longer used. Server launch paths are now defined * using the fleet's RuntimeConfiguration * . Requests that use this parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchPath(const char* value) { SetServerLaunchPath(value); return *this;} /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline const Aws::String& GetServerLaunchParameters() const{ return m_serverLaunchParameters; } /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline bool ServerLaunchParametersHasBeenSet() const { return m_serverLaunchParametersHasBeenSet; } /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline void SetServerLaunchParameters(const Aws::String& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = value; } /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline void SetServerLaunchParameters(Aws::String&& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = std::move(value); } /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline void SetServerLaunchParameters(const char* value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters.assign(value); } /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchParameters(const Aws::String& value) { SetServerLaunchParameters(value); return *this;} /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchParameters(Aws::String&& value) { SetServerLaunchParameters(std::move(value)); return *this;} /** *This parameter is no longer used. Server launch parameters are now * defined using the fleet's runtime configuration . Requests that use this * parameter instead continue to be valid.
*/ inline FleetAttributes& WithServerLaunchParameters(const char* value) { SetServerLaunchParameters(value); return *this;} /** * This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
This parameter is no longer used. Game session log paths are now
* defined using the Amazon GameLift server API ProcessReady()
* logParameters
. See more information in the Server
* API Reference.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The type of game session protection to set on all new instances that are * started in the fleet.
NoProtection -- The game session * can be terminated during a scale-down event.
* FullProtection -- If the game session is in an ACTIVE
* status, it cannot be terminated during a scale-down event.
The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline FleetAttributes& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *The operating system of the fleet's computing resources. A fleet's operating * system is determined by the OS of the build or script that is deployed on this * fleet.
*/ inline FleetAttributes& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } inline FleetAttributes& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} inline FleetAttributes& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} /** *Name of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline const Aws::VectorName of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } /** *Name of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline void SetMetricGroups(const Aws::VectorName of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline void SetMetricGroups(Aws::VectorName of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline FleetAttributes& WithMetricGroups(const Aws::VectorName of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline FleetAttributes& WithMetricGroups(Aws::VectorName of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline FleetAttributes& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *Name of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline FleetAttributes& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } /** *Name of a metric group that metrics for this fleet are added to. In Amazon * CloudWatch, you can view aggregated metrics for fleets that are in a metric * group. A fleet can be included in only one metric group at a time.
*/ inline FleetAttributes& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *A list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline const Aws::VectorA list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline bool StoppedActionsHasBeenSet() const { return m_stoppedActionsHasBeenSet; } /** *A list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline void SetStoppedActions(const Aws::VectorA list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline void SetStoppedActions(Aws::VectorA list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline FleetAttributes& WithStoppedActions(const Aws::VectorA list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline FleetAttributes& WithStoppedActions(Aws::VectorA list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline FleetAttributes& AddStoppedActions(const FleetAction& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(value); return *this; } /** *A list of fleet activity that has been suspended using StopFleetActions * . This includes fleet auto-scaling.
*/ inline FleetAttributes& AddStoppedActions(FleetAction&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(std::move(value)); return *this; } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline const Aws::String& GetInstanceRoleArn() const{ return m_instanceRoleArn; } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline bool InstanceRoleArnHasBeenSet() const { return m_instanceRoleArnHasBeenSet; } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline void SetInstanceRoleArn(const Aws::String& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = value; } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline void SetInstanceRoleArn(Aws::String&& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = std::move(value); } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline void SetInstanceRoleArn(const char* value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn.assign(value); } /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline FleetAttributes& WithInstanceRoleArn(const Aws::String& value) { SetInstanceRoleArn(value); return *this;} /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline FleetAttributes& WithInstanceRoleArn(Aws::String&& value) { SetInstanceRoleArn(std::move(value)); return *this;} /** *A unique identifier for an IAM role that manages access to your Amazon Web * Services services. With an instance role ARN set, any application that runs on * an instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN by using the IAM dashboard * in the Amazon Web Services Management Console. Learn more about using on-box * credentials for your game servers at * Access external resources from a game server.
*/ inline FleetAttributes& WithInstanceRoleArn(const char* value) { SetInstanceRoleArn(value); return *this;} inline const CertificateConfiguration& GetCertificateConfiguration() const{ return m_certificateConfiguration; } inline bool CertificateConfigurationHasBeenSet() const { return m_certificateConfigurationHasBeenSet; } inline void SetCertificateConfiguration(const CertificateConfiguration& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = value; } inline void SetCertificateConfiguration(CertificateConfiguration&& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = std::move(value); } inline FleetAttributes& WithCertificateConfiguration(const CertificateConfiguration& value) { SetCertificateConfiguration(value); return *this;} inline FleetAttributes& WithCertificateConfiguration(CertificateConfiguration&& value) { SetCertificateConfiguration(std::move(value)); return *this;} /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline const ComputeType& GetComputeType() const{ return m_computeType; } /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline bool ComputeTypeHasBeenSet() const { return m_computeTypeHasBeenSet; } /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline void SetComputeType(const ComputeType& value) { m_computeTypeHasBeenSet = true; m_computeType = value; } /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline void SetComputeType(ComputeType&& value) { m_computeTypeHasBeenSet = true; m_computeType = std::move(value); } /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline FleetAttributes& WithComputeType(const ComputeType& value) { SetComputeType(value); return *this;} /** *The type of compute resource used to host your game servers. You can use your * own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances * with managed Amazon GameLift.
*/ inline FleetAttributes& WithComputeType(ComputeType&& value) { SetComputeType(std::move(value)); return *this;} inline const AnywhereConfiguration& GetAnywhereConfiguration() const{ return m_anywhereConfiguration; } inline bool AnywhereConfigurationHasBeenSet() const { return m_anywhereConfigurationHasBeenSet; } inline void SetAnywhereConfiguration(const AnywhereConfiguration& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = value; } inline void SetAnywhereConfiguration(AnywhereConfiguration&& value) { m_anywhereConfigurationHasBeenSet = true; m_anywhereConfiguration = std::move(value); } inline FleetAttributes& WithAnywhereConfiguration(const AnywhereConfiguration& value) { SetAnywhereConfiguration(value); return *this;} inline FleetAttributes& WithAnywhereConfiguration(AnywhereConfiguration&& value) { SetAnywhereConfiguration(std::move(value)); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_fleetArn; bool m_fleetArnHasBeenSet = false; FleetType m_fleetType; bool m_fleetTypeHasBeenSet = false; EC2InstanceType m_instanceType; bool m_instanceTypeHasBeenSet = false; Aws::String m_description; bool m_descriptionHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; Aws::Utils::DateTime m_creationTime; bool m_creationTimeHasBeenSet = false; Aws::Utils::DateTime m_terminationTime; bool m_terminationTimeHasBeenSet = false; FleetStatus m_status; bool m_statusHasBeenSet = false; Aws::String m_buildId; bool m_buildIdHasBeenSet = false; Aws::String m_buildArn; bool m_buildArnHasBeenSet = false; Aws::String m_scriptId; bool m_scriptIdHasBeenSet = false; Aws::String m_scriptArn; bool m_scriptArnHasBeenSet = false; Aws::String m_serverLaunchPath; bool m_serverLaunchPathHasBeenSet = false; Aws::String m_serverLaunchParameters; bool m_serverLaunchParametersHasBeenSet = false; Aws::Vector