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

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

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

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.

*/ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** *

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.

*/ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** *

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.

*/ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = 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.

*/ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(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.

*/ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(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.

*/ inline FleetUtilization& WithFleetArn(const Aws::String& value) { SetFleetArn(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.

*/ inline FleetUtilization& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(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.

*/ inline FleetUtilization& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** *

The number of server processes in ACTIVE status that are * currently running across all instances in the fleet location.

*/ inline int GetActiveServerProcessCount() const{ return m_activeServerProcessCount; } /** *

The number of server processes in ACTIVE status that are * currently running across all instances in the fleet location.

*/ inline bool ActiveServerProcessCountHasBeenSet() const { return m_activeServerProcessCountHasBeenSet; } /** *

The number of server processes in ACTIVE status that are * currently running across all instances in the fleet location.

*/ inline void SetActiveServerProcessCount(int value) { m_activeServerProcessCountHasBeenSet = true; m_activeServerProcessCount = value; } /** *

The number of server processes in ACTIVE status that are * currently running across all instances in the fleet location.

*/ inline FleetUtilization& WithActiveServerProcessCount(int value) { SetActiveServerProcessCount(value); return *this;} /** *

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.

*/ inline const Aws::String& GetLocation() const{ return m_location; } /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; } /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline void SetLocation(const Aws::String& value) { m_locationHasBeenSet = true; m_location = value; } /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline void SetLocation(Aws::String&& value) { m_locationHasBeenSet = true; m_location = std::move(value); } /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline void SetLocation(const char* value) { m_locationHasBeenSet = true; m_location.assign(value); } /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline FleetUtilization& WithLocation(const Aws::String& value) { SetLocation(value); return *this;} /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline FleetUtilization& WithLocation(Aws::String&& value) { SetLocation(std::move(value)); return *this;} /** *

The fleet location for the fleet utilization information, expressed as an * Amazon Web Services Region code, such as us-west-2.

*/ inline FleetUtilization& WithLocation(const char* value) { SetLocation(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet = false; Aws::String m_fleetArn; bool m_fleetArnHasBeenSet = false; int m_activeServerProcessCount; bool m_activeServerProcessCountHasBeenSet = false; int m_activeGameSessionCount; bool m_activeGameSessionCountHasBeenSet = false; int m_currentPlayerSessionCount; bool m_currentPlayerSessionCountHasBeenSet = false; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet = false; Aws::String m_location; bool m_locationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws