/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include This data type is used with the Amazon GameLift FleetIQ and game server
* groups. Properties that describe a game server group resource. A
* game server group manages certain properties related to a corresponding Amazon
* EC2 Auto Scaling group. A game server group is created by a successful
* call to CreateGameServerGroup
and deleted by calling
* DeleteGameServerGroup
. Game server group activity can be
* temporarily suspended and resumed by calling SuspendGameServerGroup
* and ResumeGameServerGroup
, respectively. See Also:
* AWS
* API Reference
A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline GameServerGroup& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline GameServerGroup& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *A developer-defined identifier for the game server group. The name is unique * for each Region in each Amazon Web Services account.
*/ inline GameServerGroup& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *A generated unique ID for the game server group.
*/ inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; } /** *A generated unique ID for the game server group.
*/ inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); } /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;} /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;} /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(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 GameServerGroup& 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 GameServerGroup& 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 GameServerGroup& WithRoleArn(const char* value) { SetRoleArn(value); return *this;} /** *The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline const Aws::VectorThe set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; } /** *The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline void SetInstanceDefinitions(const Aws::VectorThe set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline void SetInstanceDefinitions(Aws::VectorThe set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline GameServerGroup& WithInstanceDefinitions(const Aws::VectorThe set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline GameServerGroup& WithInstanceDefinitions(Aws::VectorThe set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline GameServerGroup& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; } /** *The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use * when balancing and automatically scaling instances in the corresponding Auto * Scaling group.
*/ inline GameServerGroup& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(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.
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.
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.
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.
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.
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.
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.
*/ 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.
*/ 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.
*/ 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.
*/ 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.
*/ inline GameServerGroup& 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.
*/ inline GameServerGroup& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;} /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline const Aws::String& GetAutoScalingGroupArn() const{ return m_autoScalingGroupArn; } /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline bool AutoScalingGroupArnHasBeenSet() const { return m_autoScalingGroupArnHasBeenSet; } /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline void SetAutoScalingGroupArn(const Aws::String& value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn = value; } /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline void SetAutoScalingGroupArn(Aws::String&& value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn = std::move(value); } /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline void SetAutoScalingGroupArn(const char* value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn.assign(value); } /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(const Aws::String& value) { SetAutoScalingGroupArn(value); return *this;} /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(Aws::String&& value) { SetAutoScalingGroupArn(std::move(value)); return *this;} /** *A generated unique ID for the Amazon EC2 Auto Scaling group that is * associated with this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(const char* value) { SetAutoScalingGroupArn(value); return *this;} /** *The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
The current status of the game server group. Possible statuses include:
* NEW
- Amazon GameLift FleetIQ has validated the
* CreateGameServerGroup()
request.
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server
* group, which includes creating an Auto Scaling group in your Amazon Web Services
* account.
ACTIVE
- The game server group has
* been successfully created.
DELETE_SCHEDULED
- A
* request to delete the game server group has been received.
* DELETING
- Amazon GameLift FleetIQ has received a valid
* DeleteGameServerGroup()
request and is processing it. Amazon
* GameLift FleetIQ must first complete and release hosts before it deletes the
* Auto Scaling group and the game server group.
* DELETED
- The game server group has been successfully deleted.
ERROR
- The asynchronous processes of activating or
* deleting a game server group has failed, resulting in an error state.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
Additional information about the current game server group status. This
* information might provide additional insight on groups that are in
* ERROR
status.
A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline bool SuspendedActionsHasBeenSet() const { return m_suspendedActionsHasBeenSet; } /** *A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline void SetSuspendedActions(const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline void SetSuspendedActions(Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& WithSuspendedActions(const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& WithSuspendedActions(Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& AddSuspendedActions(const GameServerGroupAction& value) { m_suspendedActionsHasBeenSet = true; m_suspendedActions.push_back(value); return *this; } /** *A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& AddSuspendedActions(GameServerGroupAction&& value) { m_suspendedActionsHasBeenSet = true; m_suspendedActions.push_back(std::move(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 timestamp that indicates when this game server group was last updated.
*/ inline const Aws::Utils::DateTime& GetLastUpdatedTime() const{ return m_lastUpdatedTime; } /** *A timestamp that indicates when this game server group was last updated.
*/ inline bool LastUpdatedTimeHasBeenSet() const { return m_lastUpdatedTimeHasBeenSet; } /** *A timestamp that indicates when this game server group was last updated.
*/ inline void SetLastUpdatedTime(const Aws::Utils::DateTime& value) { m_lastUpdatedTimeHasBeenSet = true; m_lastUpdatedTime = value; } /** *A timestamp that indicates when this game server group was last updated.
*/ inline void SetLastUpdatedTime(Aws::Utils::DateTime&& value) { m_lastUpdatedTimeHasBeenSet = true; m_lastUpdatedTime = std::move(value); } /** *A timestamp that indicates when this game server group was last updated.
*/ inline GameServerGroup& WithLastUpdatedTime(const Aws::Utils::DateTime& value) { SetLastUpdatedTime(value); return *this;} /** *A timestamp that indicates when this game server group was last updated.
*/ inline GameServerGroup& WithLastUpdatedTime(Aws::Utils::DateTime&& value) { SetLastUpdatedTime(std::move(value)); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet = false; Aws::String m_gameServerGroupArn; bool m_gameServerGroupArnHasBeenSet = false; Aws::String m_roleArn; bool m_roleArnHasBeenSet = false; Aws::Vector