/*
* 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
{
///
/// Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending
/// and terminating counts are non-zero when the fleet capacity is adjusting to a scaling
/// event or if access to resources is temporarily affected.
///
public partial class EC2InstanceCounts
{
private int? _active;
private int? _desired;
private int? _idle;
private int? _maximum;
private int? _minimum;
private int? _pending;
private int? _terminating;
///
/// Gets and sets the property ACTIVE.
///
/// Actual number of instances that are ready to host game sessions.
///
///
[AWSProperty(Min=0)]
public int ACTIVE
{
get { return this._active.GetValueOrDefault(); }
set { this._active = value; }
}
// Check to see if ACTIVE property is set
internal bool IsSetACTIVE()
{
return this._active.HasValue;
}
///
/// Gets and sets the property DESIRED.
///
/// Ideal number of active instances. GameLift will always try to maintain the desired
/// number of instances. Capacity is scaled up or down by changing the desired instances.
///
///
///
[AWSProperty(Min=0)]
public int DESIRED
{
get { return this._desired.GetValueOrDefault(); }
set { this._desired = value; }
}
// Check to see if DESIRED property is set
internal bool IsSetDESIRED()
{
return this._desired.HasValue;
}
///
/// Gets and sets the property IDLE.
///
/// Number of active instances that are not currently hosting a game session.
///
///
[AWSProperty(Min=0)]
public int IDLE
{
get { return this._idle.GetValueOrDefault(); }
set { this._idle = value; }
}
// Check to see if IDLE property is set
internal bool IsSetIDLE()
{
return this._idle.HasValue;
}
///
/// Gets and sets the property MAXIMUM.
///
/// The maximum instance count value allowed.
///
///
[AWSProperty(Min=0)]
public int MAXIMUM
{
get { return this._maximum.GetValueOrDefault(); }
set { this._maximum = value; }
}
// Check to see if MAXIMUM property is set
internal bool IsSetMAXIMUM()
{
return this._maximum.HasValue;
}
///
/// Gets and sets the property MINIMUM.
///
/// The minimum instance count value allowed.
///
///
[AWSProperty(Min=0)]
public int MINIMUM
{
get { return this._minimum.GetValueOrDefault(); }
set { this._minimum = value; }
}
// Check to see if MINIMUM property is set
internal bool IsSetMINIMUM()
{
return this._minimum.HasValue;
}
///
/// Gets and sets the property PENDING.
///
/// Number of instances that are starting but not yet active.
///
///
[AWSProperty(Min=0)]
public int PENDING
{
get { return this._pending.GetValueOrDefault(); }
set { this._pending = value; }
}
// Check to see if PENDING property is set
internal bool IsSetPENDING()
{
return this._pending.HasValue;
}
///
/// Gets and sets the property TERMINATING.
///
/// Number of instances that are no longer active but haven't yet been terminated.
///
///
[AWSProperty(Min=0)]
public int TERMINATING
{
get { return this._terminating.GetValueOrDefault(); }
set { this._terminating = value; }
}
// Check to see if TERMINATING property is set
internal bool IsSetTERMINATING()
{
return this._terminating.HasValue;
}
}
}