/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Current resource utilization statistics in a specified fleet or location. The
* location value might refer to a fleet's remote location or its home Region. Related actions See Also:
AWS
* API Reference
A unique identifier for the fleet associated with the location.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for the fleet associated with the location.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for the fleet associated with the location.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for the fleet associated with the location.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for the fleet associated with the location.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for the fleet associated with the location.
*/ inline FleetUtilization& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for the fleet associated with the location.
*/ inline FleetUtilization& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for the fleet associated with the location.
*/ inline FleetUtilization& 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
.
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
.
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
.
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
.
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
.
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
.
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
.
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
.
The number of server processes in ACTIVE
status that are
* currently running across all instances in the fleet location.
The number of server processes in ACTIVE
status that are
* currently running across all instances in the fleet location.
The number of server processes in ACTIVE
status that are
* currently running across all instances in the fleet location.
The number of server processes in ACTIVE
status that are
* currently running across all instances in the fleet location.
The number of active game sessions that are currently being hosted across all * instances in the fleet location.
*/ inline int GetActiveGameSessionCount() const{ return m_activeGameSessionCount; } /** *The number of active game sessions that are currently being hosted across all * instances in the fleet location.
*/ inline bool ActiveGameSessionCountHasBeenSet() const { return m_activeGameSessionCountHasBeenSet; } /** *The number of active game sessions that are currently being hosted across all * instances in the fleet location.
*/ inline void SetActiveGameSessionCount(int value) { m_activeGameSessionCountHasBeenSet = true; m_activeGameSessionCount = value; } /** *The number of active game sessions that are currently being hosted across all * instances in the fleet location.
*/ inline FleetUtilization& WithActiveGameSessionCount(int value) { SetActiveGameSessionCount(value); return *this;} /** *The number of active player sessions that are currently being hosted across * all instances in the fleet location.
*/ inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; } /** *The number of active player sessions that are currently being hosted across * all instances in the fleet location.
*/ inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; } /** *The number of active player sessions that are currently being hosted across * all instances in the fleet location.
*/ inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; } /** *The number of active player sessions that are currently being hosted across * all instances in the fleet location.
*/ inline FleetUtilization& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;} /** *The maximum number of players allowed across all game sessions that are * currently being hosted across all instances in the fleet location.
*/ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** *The maximum number of players allowed across all game sessions that are * currently being hosted across all instances in the fleet location.
*/ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** *The maximum number of players allowed across all game sessions that are * currently being hosted across all instances in the fleet location.
*/ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** *The maximum number of players allowed across all game sessions that are * currently being hosted across all instances in the fleet location.
*/ inline FleetUtilization& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} /** *The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.
The fleet location for the fleet utilization information, expressed as an
* Amazon Web Services Region code, such as us-west-2
.