/** * 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 { /** *

This data type is used with the Amazon GameLift FleetIQ and game server * groups.

Configuration settings for intelligent automatic scaling * that uses target tracking. These settings are used to add an Auto Scaling policy * when creating the corresponding Auto Scaling group. After the Auto Scaling group * is created, all updates to Auto Scaling policies, including changing this policy * and adding or removing other policies, is done directly on the Auto Scaling * group.

See Also:

AWS * API Reference

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

Length of time, in seconds, it takes for a new instance to start new game * server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up * time can be useful, particularly with game servers that take a long time to * start up, because it avoids prematurely starting new instances.

*/ inline int GetEstimatedInstanceWarmup() const{ return m_estimatedInstanceWarmup; } /** *

Length of time, in seconds, it takes for a new instance to start new game * server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up * time can be useful, particularly with game servers that take a long time to * start up, because it avoids prematurely starting new instances.

*/ inline bool EstimatedInstanceWarmupHasBeenSet() const { return m_estimatedInstanceWarmupHasBeenSet; } /** *

Length of time, in seconds, it takes for a new instance to start new game * server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up * time can be useful, particularly with game servers that take a long time to * start up, because it avoids prematurely starting new instances.

*/ inline void SetEstimatedInstanceWarmup(int value) { m_estimatedInstanceWarmupHasBeenSet = true; m_estimatedInstanceWarmup = value; } /** *

Length of time, in seconds, it takes for a new instance to start new game * server processes and register with Amazon GameLift FleetIQ. Specifying a warm-up * time can be useful, particularly with game servers that take a long time to * start up, because it avoids prematurely starting new instances.

*/ inline GameServerGroupAutoScalingPolicy& WithEstimatedInstanceWarmup(int value) { SetEstimatedInstanceWarmup(value); return *this;} /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline const TargetTrackingConfiguration& GetTargetTrackingConfiguration() const{ return m_targetTrackingConfiguration; } /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline bool TargetTrackingConfigurationHasBeenSet() const { return m_targetTrackingConfigurationHasBeenSet; } /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline void SetTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = value; } /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline void SetTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = std::move(value); } /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { SetTargetTrackingConfiguration(value); return *this;} /** *

Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the Amazon * GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies * a target value for the metric. As player usage changes, the policy triggers to * adjust the game server group capacity so that the metric returns to the target * value.

*/ inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { SetTargetTrackingConfiguration(std::move(value)); return *this;} private: int m_estimatedInstanceWarmup; bool m_estimatedInstanceWarmupHasBeenSet = false; TargetTrackingConfiguration m_targetTrackingConfiguration; bool m_targetTrackingConfigurationHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws