/* * 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; } } }