/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents an EC2 instance of virtual computing resources that hosts one or
* more game servers. In Amazon GameLift, a fleet can contain zero or more
* instances. Related actions See Also:
AWS
* API Reference
A unique identifier for the fleet that the instance is in.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for the fleet that the instance is in.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for the fleet that the instance is in.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for the fleet that the instance is in.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for the fleet that the instance is in.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for the fleet that the instance is in.
*/ inline Instance& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for the fleet that the instance is in.
*/ inline Instance& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for the fleet that the instance is in.
*/ inline Instance& 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
.
A unique identifier for the instance.
*/ inline const Aws::String& GetInstanceId() const{ return m_instanceId; } /** *A unique identifier for the instance.
*/ inline bool InstanceIdHasBeenSet() const { return m_instanceIdHasBeenSet; } /** *A unique identifier for the instance.
*/ inline void SetInstanceId(const Aws::String& value) { m_instanceIdHasBeenSet = true; m_instanceId = value; } /** *A unique identifier for the instance.
*/ inline void SetInstanceId(Aws::String&& value) { m_instanceIdHasBeenSet = true; m_instanceId = std::move(value); } /** *A unique identifier for the instance.
*/ inline void SetInstanceId(const char* value) { m_instanceIdHasBeenSet = true; m_instanceId.assign(value); } /** *A unique identifier for the instance.
*/ inline Instance& WithInstanceId(const Aws::String& value) { SetInstanceId(value); return *this;} /** *A unique identifier for the instance.
*/ inline Instance& WithInstanceId(Aws::String&& value) { SetInstanceId(std::move(value)); return *this;} /** *A unique identifier for the instance.
*/ inline Instance& WithInstanceId(const char* value) { SetInstanceId(value); return *this;} /** *IP address that is assigned to the instance.
*/ inline const Aws::String& GetIpAddress() const{ return m_ipAddress; } /** *IP address that is assigned to the instance.
*/ inline bool IpAddressHasBeenSet() const { return m_ipAddressHasBeenSet; } /** *IP address that is assigned to the instance.
*/ inline void SetIpAddress(const Aws::String& value) { m_ipAddressHasBeenSet = true; m_ipAddress = value; } /** *IP address that is assigned to the instance.
*/ inline void SetIpAddress(Aws::String&& value) { m_ipAddressHasBeenSet = true; m_ipAddress = std::move(value); } /** *IP address that is assigned to the instance.
*/ inline void SetIpAddress(const char* value) { m_ipAddressHasBeenSet = true; m_ipAddress.assign(value); } /** *IP address that is assigned to the instance.
*/ inline Instance& WithIpAddress(const Aws::String& value) { SetIpAddress(value); return *this;} /** *IP address that is assigned to the instance.
*/ inline Instance& WithIpAddress(Aws::String&& value) { SetIpAddress(std::move(value)); return *this;} /** *IP address that is assigned to the instance.
*/ inline Instance& WithIpAddress(const char* value) { SetIpAddress(value); return *this;} /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline const Aws::String& GetDnsName() const{ return m_dnsName; } /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline bool DnsNameHasBeenSet() const { return m_dnsNameHasBeenSet; } /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline void SetDnsName(const Aws::String& value) { m_dnsNameHasBeenSet = true; m_dnsName = value; } /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline void SetDnsName(Aws::String&& value) { m_dnsNameHasBeenSet = true; m_dnsName = std::move(value); } /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline void SetDnsName(const char* value) { m_dnsNameHasBeenSet = true; m_dnsName.assign(value); } /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline Instance& WithDnsName(const Aws::String& value) { SetDnsName(value); return *this;} /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline Instance& WithDnsName(Aws::String&& value) { SetDnsName(std::move(value)); return *this;} /** *The DNS identifier assigned to the instance that is running the game session. * Values have the following format:
TLS-enabled fleets:
* <unique identifier>.<region
* identifier>.amazongamelift.com
.
Non-TLS-enabled
* fleets: ec2-<unique identifier>.compute.amazonaws.com
. (See
* Amazon
* EC2 Instance IP Addressing.)
When connecting to a game * session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address.
*/ inline Instance& WithDnsName(const char* value) { SetDnsName(value); return *this;} /** *Operating system that is running on this instance.
*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *Operating system that is running on this instance.
*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *Operating system that is running on this instance.
*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *Operating system that is running on this instance.
*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *Operating system that is running on this instance.
*/ inline Instance& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *Operating system that is running on this instance.
*/ inline Instance& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline const EC2InstanceType& GetType() const{ return m_type; } /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline bool TypeHasBeenSet() const { return m_typeHasBeenSet; } /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline void SetType(const EC2InstanceType& value) { m_typeHasBeenSet = true; m_type = value; } /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline void SetType(EC2InstanceType&& value) { m_typeHasBeenSet = true; m_type = std::move(value); } /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline Instance& WithType(const EC2InstanceType& value) { SetType(value); return *this;} /** *Amazon EC2 instance type that defines the computing resources of this * instance.
*/ inline Instance& WithType(EC2InstanceType&& value) { SetType(std::move(value)); return *this;} /** *Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
Current status of the instance. Possible statuses include the following:
*PENDING -- The instance is in the process of being created * and launching server processes as defined in the fleet's run-time configuration. *
ACTIVE -- The instance has been successfully created * and at least one server process has successfully launched and reported back to * Amazon GameLift that it is ready to host a game session. The instance is now * considered ready to host game sessions.
TERMINATING * -- The instance is in the process of shutting down. This may happen to reduce * capacity during a scaling down event or to recycle resources in the event of a * problem.
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"
).
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.
The fleet location of the instance, expressed as an Amazon Web Services
* Region code, such as us-west-2
.