/**
* 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. Additional properties, including status, that describe an
* EC2 instance in a game server group. Instance configurations are set with game
* server group properties (see Retrieve game server instances for a game server group by calling
* DescribeGameServerGroup
and with the
* EC2 launch template that was used when creating the game server group. DescribeGameServerInstances
. See Also:
AWS
* API Reference
A developer-defined identifier for the game server group that includes the * game server instance. 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 that includes the * game server instance. 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 that includes the * game server instance. 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 that includes the * game server instance. 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 that includes the * game server instance. 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 that includes the * game server instance. The name is unique for each Region in each Amazon Web * Services account.
*/ inline GameServerInstance& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *A developer-defined identifier for the game server group that includes the * game server instance. The name is unique for each Region in each Amazon Web * Services account.
*/ inline GameServerInstance& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *A developer-defined identifier for the game server group that includes the * game server instance. The name is unique for each Region in each Amazon Web * Services account.
*/ inline GameServerInstance& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; } /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; } /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; } /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); } /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); } /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline GameServerInstance& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;} /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline GameServerInstance& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;} /** *A generated unique identifier for the game server group that includes the * game server instance.
*/ inline GameServerInstance& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(value); return *this;} /** *The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
The unique identifier for the instance where the game server is running. This
* ID is available in the instance metadata. EC2 instance IDs use a 17-character
* format, for example: i-1234567890abcdef0
.
Current status of the game server instance
*/ inline const GameServerInstanceStatus& GetInstanceStatus() const{ return m_instanceStatus; } /** *Current status of the game server instance
*/ inline bool InstanceStatusHasBeenSet() const { return m_instanceStatusHasBeenSet; } /** *Current status of the game server instance
*/ inline void SetInstanceStatus(const GameServerInstanceStatus& value) { m_instanceStatusHasBeenSet = true; m_instanceStatus = value; } /** *Current status of the game server instance
*/ inline void SetInstanceStatus(GameServerInstanceStatus&& value) { m_instanceStatusHasBeenSet = true; m_instanceStatus = std::move(value); } /** *Current status of the game server instance
*/ inline GameServerInstance& WithInstanceStatus(const GameServerInstanceStatus& value) { SetInstanceStatus(value); return *this;} /** *Current status of the game server instance
*/ inline GameServerInstance& WithInstanceStatus(GameServerInstanceStatus&& value) { SetInstanceStatus(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_instanceId; bool m_instanceIdHasBeenSet = false; GameServerInstanceStatus m_instanceStatus; bool m_instanceStatusHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws