/* * Copyright 2018-2023 Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with * the License. A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions * and limitations under the License. */ package com.amazonaws.services.gamelift.model; import java.io.Serializable; import javax.annotation.Generated; import com.amazonaws.AmazonWebServiceRequest; /** * * @see AWS API * Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class CreateFleetRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { /** *
* A descriptive label that is associated with a fleet. Fleet names do not need to be unique. *
*/ private String name; /** ** A description for the fleet. *
*/ private String description; /** *
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the
* build ID or ARN. The build must be uploaded to Amazon GameLift and in READY
status. This fleet
* property cannot be changed later.
*
* The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either * the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet * property cannot be changed later. *
*/ private String scriptId; /** *
* This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
* parameter. Requests that use this parameter instead continue to be valid.
*
* This parameter is no longer used. Specify server launch parameters using the
* RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
*
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server
* process shuts down, use the Amazon GameLift server API ProcessReady()
and specify one or more
* directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*
* The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
*/ private String eC2InstanceType; /** ** The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. * If the fleet is hosting a custom game build, this property must be set before players can connect to game * sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. *
*/ private java.util.List
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
* Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration * defines one or more server process configurations, each identifying a build executable or Realtime script file * and the number of processes of that type to run concurrently. *
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older
* parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for
* backward compatibility.
*
* A policy that limits the number of game sessions that an individual player can create on instances in this fleet * within a specified span of time. *
*/ private ResourceCreationLimitPolicy resourceCreationLimitPolicy; /** ** The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to * create a new metric group. A fleet can be included in only one metric group at a time. *
*/ private java.util.List* Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under * account settings. *
*/ private String peerVpcAwsAccountId; /** ** A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the * same Region as your fleet. To look up a VPC ID, use the VPC * Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. *
*/ private String peerVpcId; /** *
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
* A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance * role ARN set, any application that runs on an instance in this fleet can assume the role, including install * scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the * IAM dashboard in the Amazon Web Services Management Console. * Learn more about using on-box credentials for your game servers at Access * external resources from a game server. This property cannot be changed after the fleet is created. *
*/ private String instanceRoleArn; /** *
* Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to
* encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
* CertificateConfiguration
is DISABLED
. You can't change this property after you create
* the fleet.
*
* Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, * preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, * consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation * enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see * Supported Regions in the * Certificate Manager User Guide. *
*
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
* only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
* Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
* Region code such as us-west-2
. To create a fleet with instances in the home Region only, don't use
* this parameter.
*
* To use this parameter, Amazon GameLift requires you to use your home location in the request. *
*/ private java.util.List* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon * Web Services resources are useful for resource management, access management and cost allocation. For more * information, see Tagging Amazon Web * Services Resources in the Amazon Web Services General Reference. *
*/ private java.util.List
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
* EC2
.
*
* Amazon GameLift Anywhere configuration options. *
*/ private AnywhereConfiguration anywhereConfiguration; /** ** A descriptive label that is associated with a fleet. Fleet names do not need to be unique. *
* * @param name * A descriptive label that is associated with a fleet. Fleet names do not need to be unique. */ public void setName(String name) { this.name = name; } /** ** A descriptive label that is associated with a fleet. Fleet names do not need to be unique. *
* * @return A descriptive label that is associated with a fleet. Fleet names do not need to be unique. */ public String getName() { return this.name; } /** ** A descriptive label that is associated with a fleet. Fleet names do not need to be unique. *
* * @param name * A descriptive label that is associated with a fleet. Fleet names do not need to be unique. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withName(String name) { setName(name); return this; } /** ** A description for the fleet. *
* * @param description * A description for the fleet. */ public void setDescription(String description) { this.description = description; } /** ** A description for the fleet. *
* * @return A description for the fleet. */ public String getDescription() { return this.description; } /** ** A description for the fleet. *
* * @param description * A description for the fleet. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withDescription(String description) { setDescription(description); return this; } /** *
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the
* build ID or ARN. The build must be uploaded to Amazon GameLift and in READY
status. This fleet
* property cannot be changed later.
*
READY
status. This
* fleet property cannot be changed later.
*/
public void setBuildId(String buildId) {
this.buildId = buildId;
}
/**
*
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the
* build ID or ARN. The build must be uploaded to Amazon GameLift and in READY
status. This fleet
* property cannot be changed later.
*
READY
* status. This fleet property cannot be changed later.
*/
public String getBuildId() {
return this.buildId;
}
/**
*
* The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the
* build ID or ARN. The build must be uploaded to Amazon GameLift and in READY
status. This fleet
* property cannot be changed later.
*
READY
status. This
* fleet property cannot be changed later.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withBuildId(String buildId) {
setBuildId(buildId);
return this;
}
/**
* * The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either * the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet * property cannot be changed later. *
* * @param scriptId * The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use * either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This * fleet property cannot be changed later. */ public void setScriptId(String scriptId) { this.scriptId = scriptId; } /** ** The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either * the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet * property cannot be changed later. *
* * @return The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use * either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. * This fleet property cannot be changed later. */ public String getScriptId() { return this.scriptId; } /** ** The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either * the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet * property cannot be changed later. *
* * @param scriptId * The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use * either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This * fleet property cannot be changed later. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withScriptId(String scriptId) { setScriptId(scriptId); return this; } /** *
* This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
* parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
*/
public void setServerLaunchPath(String serverLaunchPath) {
this.serverLaunchPath = serverLaunchPath;
}
/**
*
* This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
* parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
*/
public String getServerLaunchPath() {
return this.serverLaunchPath;
}
/**
*
* This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
* parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withServerLaunchPath(String serverLaunchPath) {
setServerLaunchPath(serverLaunchPath);
return this;
}
/**
*
* This parameter is no longer used. Specify server launch parameters using the
* RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
*/
public void setServerLaunchParameters(String serverLaunchParameters) {
this.serverLaunchParameters = serverLaunchParameters;
}
/**
*
* This parameter is no longer used. Specify server launch parameters using the
* RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
*/
public String getServerLaunchParameters() {
return this.serverLaunchParameters;
}
/**
*
* This parameter is no longer used. Specify server launch parameters using the
* RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
*
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be
* valid.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withServerLaunchParameters(String serverLaunchParameters) {
setServerLaunchParameters(serverLaunchParameters);
return this;
}
/**
*
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server
* process shuts down, use the Amazon GameLift server API ProcessReady()
and specify one or more
* directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*
ProcessReady()
and specify one
* or more directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*/
public java.util.List
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server
* process shuts down, use the Amazon GameLift server API ProcessReady()
and specify one or more
* directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*
ProcessReady()
and specify one
* or more directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*/
public void setLogPaths(java.util.Collection
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server
* process shuts down, use the Amazon GameLift server API ProcessReady()
and specify one or more
* directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*
* NOTE: This method appends the values to the existing list (if any). Use * {@link #setLogPaths(java.util.Collection)} or {@link #withLogPaths(java.util.Collection)} if you want to override * the existing values. *
* * @param logPaths * This parameter is no longer used. To specify where Amazon GameLift should store log files once a * server process shuts down, use the Amazon GameLift server APIProcessReady()
and specify one
* or more directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withLogPaths(String... logPaths) {
if (this.logPaths == null) {
setLogPaths(new java.util.ArrayList
* This parameter is no longer used. To specify where Amazon GameLift should store log files once a server
* process shuts down, use the Amazon GameLift server API ProcessReady()
and specify one or more
* directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
*
ProcessReady()
and specify one
* or more directory paths in logParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withLogPaths(java.util.Collection* The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
* * @param eC2InstanceType * The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type * determines the computing resources that will be used to host your game servers, including CPU, memory, * storage, and networking capacity. See Amazon Elastic * Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. * @see EC2InstanceType */ public void setEC2InstanceType(String eC2InstanceType) { this.eC2InstanceType = eC2InstanceType; } /** ** The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
* * @return The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type * determines the computing resources that will be used to host your game servers, including CPU, memory, * storage, and networking capacity. See Amazon Elastic * Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. * @see EC2InstanceType */ public String getEC2InstanceType() { return this.eC2InstanceType; } /** ** The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
* * @param eC2InstanceType * The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type * determines the computing resources that will be used to host your game servers, including CPU, memory, * storage, and networking capacity. See Amazon Elastic * Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. * @return Returns a reference to this object so that method calls can be chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType(String eC2InstanceType) { setEC2InstanceType(eC2InstanceType); return this; } /** ** The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
* * @param eC2InstanceType * The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type * determines the computing resources that will be used to host your game servers, including CPU, memory, * storage, and networking capacity. See Amazon Elastic * Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. * @see EC2InstanceType */ public void setEC2InstanceType(EC2InstanceType eC2InstanceType) { withEC2InstanceType(eC2InstanceType); } /** ** The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines * the computing resources that will be used to host your game servers, including CPU, memory, storage, and * networking capacity. See Amazon Elastic Compute Cloud * Instance Types for detailed descriptions of Amazon EC2 instance types. *
* * @param eC2InstanceType * The Amazon GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type * determines the computing resources that will be used to host your game servers, including CPU, memory, * storage, and networking capacity. See Amazon Elastic * Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. * @return Returns a reference to this object so that method calls can be chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType(EC2InstanceType eC2InstanceType) { this.eC2InstanceType = eC2InstanceType.toString(); return this; } /** ** The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. * If the fleet is hosting a custom game build, this property must be set before players can connect to game * sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. *
* * @return The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on * this fleet. If the fleet is hosting a custom game build, this property must be set before players can * connect to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP * ranges. */ public java.util.List* The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. * If the fleet is hosting a custom game build, this property must be set before players can connect to game * sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. *
* * @param eC2InboundPermissions * The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this * fleet. If the fleet is hosting a custom game build, this property must be set before players can connect * to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. */ public void setEC2InboundPermissions(java.util.Collection* The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. * If the fleet is hosting a custom game build, this property must be set before players can connect to game * sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setEC2InboundPermissions(java.util.Collection)} or * {@link #withEC2InboundPermissions(java.util.Collection)} if you want to override the existing values. *
* * @param eC2InboundPermissions * The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this * fleet. If the fleet is hosting a custom game build, this property must be set before players can connect * to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withEC2InboundPermissions(IpPermission... eC2InboundPermissions) { if (this.eC2InboundPermissions == null) { setEC2InboundPermissions(new java.util.ArrayList* The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. * If the fleet is hosting a custom game build, this property must be set before players can connect to game * sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. *
* * @param eC2InboundPermissions * The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this * fleet. If the fleet is hosting a custom game build, this property must be set before players can connect * to game sessions. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withEC2InboundPermissions(java.util.Collection
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
NoProtection
. You can also set game session protection for an individual game session
* by calling UpdateGameSession.
* * NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down * event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a
* scale-down event.
*
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
NoProtection
. You can also set game session protection for an individual game session
* by calling UpdateGameSession.
* * NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down * event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a
* scale-down event.
*
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
NoProtection
. You can also set game session protection for an individual game session
* by calling UpdateGameSession.
* * NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down * event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a
* scale-down event.
*
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
NoProtection
. You can also set game session protection for an individual game session
* by calling UpdateGameSession.
* * NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down * event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a
* scale-down event.
*
* The status of termination protection for active game sessions on the fleet. By default, this property is set to
* NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
*
* NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a scale-down
* event.
*
NoProtection
. You can also set game session protection for an individual game session
* by calling UpdateGameSession.
* * NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down * event. *
*
* FullProtection - Game sessions in ACTIVE
status cannot be terminated during a
* scale-down event.
*
* Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration * defines one or more server process configurations, each identifying a build executable or Realtime script file * and the number of processes of that type to run concurrently. *
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older
* parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for
* backward compatibility.
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the
* older parameters ServerLaunchPath
and ServerLaunchParameters
, which are still
* supported for backward compatibility.
*
* Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration * defines one or more server process configurations, each identifying a build executable or Realtime script file * and the number of processes of that type to run concurrently. *
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older
* parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for
* backward compatibility.
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using
* the older parameters ServerLaunchPath
and ServerLaunchParameters
, which are
* still supported for backward compatibility.
*
* Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration * defines one or more server process configurations, each identifying a build executable or Realtime script file * and the number of processes of that type to run concurrently. *
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older
* parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for
* backward compatibility.
*
* The RuntimeConfiguration
parameter is required unless the fleet is being configured using the
* older parameters ServerLaunchPath
and ServerLaunchParameters
, which are still
* supported for backward compatibility.
*
* A policy that limits the number of game sessions that an individual player can create on instances in this fleet * within a specified span of time. *
* * @param resourceCreationLimitPolicy * A policy that limits the number of game sessions that an individual player can create on instances in this * fleet within a specified span of time. */ public void setResourceCreationLimitPolicy(ResourceCreationLimitPolicy resourceCreationLimitPolicy) { this.resourceCreationLimitPolicy = resourceCreationLimitPolicy; } /** ** A policy that limits the number of game sessions that an individual player can create on instances in this fleet * within a specified span of time. *
* * @return A policy that limits the number of game sessions that an individual player can create on instances in * this fleet within a specified span of time. */ public ResourceCreationLimitPolicy getResourceCreationLimitPolicy() { return this.resourceCreationLimitPolicy; } /** ** A policy that limits the number of game sessions that an individual player can create on instances in this fleet * within a specified span of time. *
* * @param resourceCreationLimitPolicy * A policy that limits the number of game sessions that an individual player can create on instances in this * fleet within a specified span of time. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withResourceCreationLimitPolicy(ResourceCreationLimitPolicy resourceCreationLimitPolicy) { setResourceCreationLimitPolicy(resourceCreationLimitPolicy); return this; } /** ** The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to * create a new metric group. A fleet can be included in only one metric group at a time. *
* * @return The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used * to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new * name to create a new metric group. A fleet can be included in only one metric group at a time. */ public java.util.List* The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to * create a new metric group. A fleet can be included in only one metric group at a time. *
* * @param metricGroups * The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name * to create a new metric group. A fleet can be included in only one metric group at a time. */ public void setMetricGroups(java.util.Collection* The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to * create a new metric group. A fleet can be included in only one metric group at a time. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setMetricGroups(java.util.Collection)} or {@link #withMetricGroups(java.util.Collection)} if you want to * override the existing values. *
* * @param metricGroups * The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name * to create a new metric group. A fleet can be included in only one metric group at a time. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withMetricGroups(String... metricGroups) { if (this.metricGroups == null) { setMetricGroups(new java.util.ArrayList* The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to * create a new metric group. A fleet can be included in only one metric group at a time. *
* * @param metricGroups * The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to * aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name * to create a new metric group. A fleet can be included in only one metric group at a time. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withMetricGroups(java.util.Collection* Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under * account settings. *
* * @param peerVpcAwsAccountId * Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console * under account settings. */ public void setPeerVpcAwsAccountId(String peerVpcAwsAccountId) { this.peerVpcAwsAccountId = peerVpcAwsAccountId; } /** ** Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under * account settings. *
* * @return Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web * Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management * Console under account settings. */ public String getPeerVpcAwsAccountId() { return this.peerVpcAwsAccountId; } /** ** Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under * account settings. *
* * @param peerVpcAwsAccountId * Used when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services * account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console * under account settings. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withPeerVpcAwsAccountId(String peerVpcAwsAccountId) { setPeerVpcAwsAccountId(peerVpcAwsAccountId); return this; } /** ** A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the * same Region as your fleet. To look up a VPC ID, use the VPC * Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. *
* * @param peerVpcId * A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be * in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management * Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. */ public void setPeerVpcId(String peerVpcId) { this.peerVpcId = peerVpcId; } /** ** A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the * same Region as your fleet. To look up a VPC ID, use the VPC * Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. *
* * @return A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must * be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management * Console. Learn more about VPC peering in VPC Peering with * Amazon GameLift Fleets. */ public String getPeerVpcId() { return this.peerVpcId; } /** ** A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the * same Region as your fleet. To look up a VPC ID, use the VPC * Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. *
* * @param peerVpcId * A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be * in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management * Console. Learn more about VPC peering in VPC Peering with Amazon * GameLift Fleets. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withPeerVpcId(String peerVpcId) { setPeerVpcId(peerVpcId); return this; } /** *
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
* @see FleetType
*/
public void setFleetType(String fleetType) {
this.fleetType = fleetType;
}
/**
*
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
* @see FleetType
*/
public String getFleetType() {
return this.fleetType;
}
/**
*
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
* @return Returns a reference to this object so that method calls can be chained together.
* @see FleetType
*/
public CreateFleetRequest withFleetType(String fleetType) {
setFleetType(fleetType);
return this;
}
/**
*
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
* @see FleetType
*/
public void setFleetType(FleetType fleetType) {
withFleetType(fleetType);
}
/**
*
* Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
* ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
*
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
* @return Returns a reference to this object so that method calls can be chained together.
* @see FleetType
*/
public CreateFleetRequest withFleetType(FleetType fleetType) {
this.fleetType = fleetType.toString();
return this;
}
/**
* * A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance * role ARN set, any application that runs on an instance in this fleet can assume the role, including install * scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the * IAM dashboard in the Amazon Web Services Management Console. * Learn more about using on-box credentials for your game servers at Access * external resources from a game server. This property cannot be changed after the fleet is created. *
* * @param instanceRoleArn * A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an * instance role ARN set, any application that runs on an instance in this fleet can assume the role, * including install scripts, server processes, and daemons (background processes). Create a role or look up * a role's ARN by using the IAM dashboard in the Amazon * Web Services Management Console. Learn more about using on-box credentials for your game servers at * Access external resources from a game server. This property cannot be changed after the fleet is * created. */ public void setInstanceRoleArn(String instanceRoleArn) { this.instanceRoleArn = instanceRoleArn; } /** ** A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance * role ARN set, any application that runs on an instance in this fleet can assume the role, including install * scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the * IAM dashboard in the Amazon Web Services Management Console. * Learn more about using on-box credentials for your game servers at Access * external resources from a game server. This property cannot be changed after the fleet is created. *
* * @return A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an * instance role ARN set, any application that runs on an instance in this fleet can assume the role, * including install scripts, server processes, and daemons (background processes). Create a role or look up * a role's ARN by using the IAM dashboard in the Amazon * Web Services Management Console. Learn more about using on-box credentials for your game servers at * Access external resources from a game server. This property cannot be changed after the fleet is * created. */ public String getInstanceRoleArn() { return this.instanceRoleArn; } /** ** A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance * role ARN set, any application that runs on an instance in this fleet can assume the role, including install * scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the * IAM dashboard in the Amazon Web Services Management Console. * Learn more about using on-box credentials for your game servers at Access * external resources from a game server. This property cannot be changed after the fleet is created. *
* * @param instanceRoleArn * A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an * instance role ARN set, any application that runs on an instance in this fleet can assume the role, * including install scripts, server processes, and daemons (background processes). Create a role or look up * a role's ARN by using the IAM dashboard in the Amazon * Web Services Management Console. Learn more about using on-box credentials for your game servers at * Access external resources from a game server. This property cannot be changed after the fleet is * created. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withInstanceRoleArn(String instanceRoleArn) { setInstanceRoleArn(instanceRoleArn); return this; } /** *
* Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to
* encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
* CertificateConfiguration
is DISABLED
. You can't change this property after you create
* the fleet.
*
* Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, * preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, * consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation * enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see * Supported Regions in the * Certificate Manager User Guide. *
*CertificateConfiguration
is DISABLED
. You can't change this
* property after you create the fleet.
* * Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to * fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before * 13 months, consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate * generation enabled in an unsupported Region, fails with a 4xx error. For more information about the * supported Regions, see Supported Regions in the * Certificate Manager User Guide. *
*/ public void setCertificateConfiguration(CertificateConfiguration certificateConfiguration) { this.certificateConfiguration = certificateConfiguration; } /** *
* Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to
* encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
* CertificateConfiguration
is DISABLED
. You can't change this property after you create
* the fleet.
*
* Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, * preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, * consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation * enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see * Supported Regions in the * Certificate Manager User Guide. *
*CertificateConfiguration
is DISABLED
. You can't change this
* property after you create the fleet.
* * Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to * fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets * before 13 months, consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate * generation enabled in an unsupported Region, fails with a 4xx error. For more information about the * supported Regions, see Supported Regions in the * Certificate Manager User Guide. *
*/ public CertificateConfiguration getCertificateConfiguration() { return this.certificateConfiguration; } /** *
* Prompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to
* encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
* CertificateConfiguration
is DISABLED
. You can't change this property after you create
* the fleet.
*
* Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, * preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, * consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation * enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see * Supported Regions in the * Certificate Manager User Guide. *
*CertificateConfiguration
is DISABLED
. You can't change this
* property after you create the fleet.
* * Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to * fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before * 13 months, consider using fleet aliases for a smooth transition. *
** ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate * generation enabled in an unsupported Region, fails with a 4xx error. For more information about the * supported Regions, see Supported Regions in the * Certificate Manager User Guide. *
* @return Returns a reference to this object so that method calls can be chained together. */ public CreateFleetRequest withCertificateConfiguration(CertificateConfiguration certificateConfiguration) { setCertificateConfiguration(certificateConfiguration); return this; } /** *
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
* only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
* Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
* Region code such as us-west-2
. To create a fleet with instances in the home Region only, don't use
* this parameter.
*
* To use this parameter, Amazon GameLift requires you to use your home location in the request. *
* * @return A set of remote locations to deploy additional instances to and manage as part of the fleet. This * parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple * locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in * the form of an Amazon Web Services Region code such asus-west-2
. To create a fleet with
* instances in the home Region only, don't use this parameter.
*
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
*/
public java.util.List
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
* only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
* Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
* Region code such as
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
* us-west-2
. To create a fleet with instances in the home Region only, don't use
* this parameter.
* us-west-2
. To create a fleet with
* instances in the home Region only, don't use this parameter.
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
*/
public void setLocations(java.util.Collection
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
* only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
* Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
* Region code such as
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setLocations(java.util.Collection)} or {@link #withLocations(java.util.Collection)} if you want to
* override the existing values.
* us-west-2
. To create a fleet with instances in the home Region only, don't use
* this parameter.
* us-west-2
. To create a fleet with
* instances in the home Region only, don't use this parameter.
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withLocations(LocationConfiguration... locations) {
if (this.locations == null) {
setLocations(new java.util.ArrayList
* A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can
* only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any
* Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services
* Region code such as
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
* us-west-2
. To create a fleet with instances in the home Region only, don't use
* this parameter.
* us-west-2
. To create a fleet with
* instances in the home Region only, don't use this parameter.
* To use this parameter, Amazon GameLift requires you to use your home location in the request.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateFleetRequest withLocations(java.util.Collection
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference.
*
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference.
*
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference.
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setTags(java.util.Collection)} or {@link #withTags(java.util.Collection)} if you want to override the
* existing values.
*
* A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference.
*
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
*
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
*
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
*
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
*
* The type of compute resource used to host your game servers. You can use your own compute resources with Amazon
* GameLift Anywhere or use Amazon EC2 instances with managed Amazon GameLift. By default, this property is set to
*
* Amazon GameLift Anywhere configuration options.
*
* Amazon GameLift Anywhere configuration options.
*
* Amazon GameLift Anywhere configuration options.
* EC2
.
* EC2
.
* @see ComputeType
*/
public void setComputeType(String computeType) {
this.computeType = computeType;
}
/**
* EC2
.
* EC2
.
* @see ComputeType
*/
public String getComputeType() {
return this.computeType;
}
/**
* EC2
.
* EC2
.
* @return Returns a reference to this object so that method calls can be chained together.
* @see ComputeType
*/
public CreateFleetRequest withComputeType(String computeType) {
setComputeType(computeType);
return this;
}
/**
* EC2
.
* EC2
.
* @see ComputeType
*/
public void setComputeType(ComputeType computeType) {
withComputeType(computeType);
}
/**
* EC2
.
* EC2
.
* @return Returns a reference to this object so that method calls can be chained together.
* @see ComputeType
*/
public CreateFleetRequest withComputeType(ComputeType computeType) {
this.computeType = computeType.toString();
return this;
}
/**
*