/* * Copyright 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. */ /* * Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model. */ using System; using System.Collections.Generic; using System.Xml.Serialization; using System.Text; using System.IO; using System.Net; using Amazon.Runtime; using Amazon.Runtime.Internal; namespace Amazon.GameLift.Model { /// /// Resources used to host your game servers. A compute resource can be managed Amazon /// GameLift Amazon EC2 instances or your own resources. /// public partial class Compute { private string _computeArn; private string _computeName; private ComputeStatus _computeStatus; private DateTime? _creationTime; private string _dnsName; private string _fleetArn; private string _fleetId; private string _gameLiftServiceSdkEndpoint; private string _ipAddress; private string _location; private OperatingSystem _operatingSystem; private EC2InstanceType _type; /// /// Gets and sets the property ComputeArn. /// /// The ARN that is assigned to the compute resource and uniquely identifies it. ARNs /// are unique across locations. /// /// [AWSProperty(Max=1024)] public string ComputeArn { get { return this._computeArn; } set { this._computeArn = value; } } // Check to see if ComputeArn property is set internal bool IsSetComputeArn() { return this._computeArn != null; } /// /// Gets and sets the property ComputeName. /// /// A descriptive label that is associated with the compute resource registered to your /// fleet. /// /// [AWSProperty(Min=1, Max=128)] public string ComputeName { get { return this._computeName; } set { this._computeName = value; } } // Check to see if ComputeName property is set internal bool IsSetComputeName() { return this._computeName != null; } /// /// Gets and sets the property ComputeStatus. /// /// Current status of the compute. A compute must have an ACTIVE status to /// host game sessions. /// /// public ComputeStatus ComputeStatus { get { return this._computeStatus; } set { this._computeStatus = value; } } // Check to see if ComputeStatus property is set internal bool IsSetComputeStatus() { return this._computeStatus != null; } /// /// Gets and sets the property CreationTime. /// /// A time stamp indicating when this data object was created. Format is a number expressed /// in Unix time as milliseconds (for example "1469498468.057"). /// /// public DateTime CreationTime { get { return this._creationTime.GetValueOrDefault(); } set { this._creationTime = value; } } // Check to see if CreationTime property is set internal bool IsSetCreationTime() { return this._creationTime.HasValue; } /// /// Gets and sets the property DnsName. /// /// The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP /// address to manage your compute resource. /// /// public string DnsName { get { return this._dnsName; } set { this._dnsName = value; } } // Check to see if DnsName property is set internal bool IsSetDnsName() { return this._dnsName != null; } /// /// Gets and sets the property FleetArn. /// /// The Amazon Resource Name (ARN) of the fleet that the compute is registered to. /// /// public string FleetArn { get { return this._fleetArn; } set { this._fleetArn = value; } } // Check to see if FleetArn property is set internal bool IsSetFleetArn() { return this._fleetArn != null; } /// /// Gets and sets the property FleetId. /// /// A unique identifier for the fleet that the compute is registered to. /// /// public string FleetId { get { return this._fleetId; } set { this._fleetId = value; } } // Check to see if FleetId property is set internal bool IsSetFleetId() { return this._fleetId != null; } /// /// Gets and sets the property GameLiftServiceSdkEndpoint. /// /// The endpoint connection details of the Amazon GameLift SDK endpoint that your game /// server connects to. /// /// [AWSProperty(Min=1, Max=128)] public string GameLiftServiceSdkEndpoint { get { return this._gameLiftServiceSdkEndpoint; } set { this._gameLiftServiceSdkEndpoint = value; } } // Check to see if GameLiftServiceSdkEndpoint property is set internal bool IsSetGameLiftServiceSdkEndpoint() { return this._gameLiftServiceSdkEndpoint != null; } /// /// Gets and sets the property IpAddress. /// /// The IP address of the compute resource. Amazon GameLift requires the DNS name or IP /// address to manage your compute resource. /// /// [AWSProperty(Min=1, Max=128)] public string IpAddress { get { return this._ipAddress; } set { this._ipAddress = value; } } // Check to see if IpAddress property is set internal bool IsSetIpAddress() { return this._ipAddress != null; } /// /// Gets and sets the property Location. /// /// The name of the custom location you added to the fleet that this compute resource /// resides in. /// /// [AWSProperty(Min=1, Max=64)] public string Location { get { return this._location; } set { this._location = value; } } // Check to see if Location property is set internal bool IsSetLocation() { return this._location != null; } /// /// Gets and sets the property OperatingSystem. /// /// The type of operating system on your compute resource. /// /// public OperatingSystem OperatingSystem { get { return this._operatingSystem; } set { this._operatingSystem = value; } } // Check to see if OperatingSystem property is set internal bool IsSetOperatingSystem() { return this._operatingSystem != null; } /// /// Gets and sets the property Type. /// /// The compute type that the fleet uses. A fleet can use Anywhere compute resources that /// you own, or use managed Amazon EC2 instances. /// /// public EC2InstanceType Type { get { return this._type; } set { this._type = value; } } // Check to see if Type property is set internal bool IsSetType() { return this._type != null; } } }