/*
* 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;
}
}
}