/* * 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 { /// /// Container for the parameters to the UpdateFleetAttributes operation. /// Updates a fleet's mutable attributes, including game session protection and resource /// creation limits. /// /// /// /// To update fleet attributes, specify the fleet ID and the property values that you /// want to change. /// /// /// /// If successful, an updated FleetAttributes object is returned. /// /// /// /// Learn more /// /// /// /// Setting /// up Amazon GameLift fleets /// /// public partial class UpdateFleetAttributesRequest : AmazonGameLiftRequest { private AnywhereConfiguration _anywhereConfiguration; private string _description; private string _fleetId; private List _metricGroups = new List(); private string _name; private ProtectionPolicy _newGameSessionProtectionPolicy; private ResourceCreationLimitPolicy _resourceCreationLimitPolicy; /// /// Gets and sets the property AnywhereConfiguration. /// /// Amazon GameLift Anywhere configuration options. /// /// public AnywhereConfiguration AnywhereConfiguration { get { return this._anywhereConfiguration; } set { this._anywhereConfiguration = value; } } // Check to see if AnywhereConfiguration property is set internal bool IsSetAnywhereConfiguration() { return this._anywhereConfiguration != null; } /// /// Gets and sets the property Description. /// /// A human-readable description of a fleet. /// /// [AWSProperty(Min=1, Max=1024)] public string Description { get { return this._description; } set { this._description = value; } } // Check to see if Description property is set internal bool IsSetDescription() { return this._description != null; } /// /// Gets and sets the property FleetId. /// /// A unique identifier for the fleet to update attribute metadata for. You can use either /// the fleet ID or ARN value. /// /// [AWSProperty(Required=true)] 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 MetricGroups. /// /// The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch /// to aggregate the metrics from multiple fleets. Provide an existing metric group name, /// or create a new metric group by providing a new name. A fleet can only be in one metric /// group at a time. /// /// [AWSProperty(Max=1)] public List MetricGroups { get { return this._metricGroups; } set { this._metricGroups = value; } } // Check to see if MetricGroups property is set internal bool IsSetMetricGroups() { return this._metricGroups != null && this._metricGroups.Count > 0; } /// /// Gets and sets the property Name. /// /// A descriptive label that is associated with a fleet. Fleet names do not need to be /// unique. /// /// [AWSProperty(Min=1, Max=1024)] public string Name { get { return this._name; } set { this._name = value; } } // Check to see if Name property is set internal bool IsSetName() { return this._name != null; } /// /// Gets and sets the property NewGameSessionProtectionPolicy. /// /// The game session protection policy to apply to all new instances created in this fleet. /// Instances that already exist are not affected. You can set protection for individual /// instances using UpdateGameSession /// . /// ///
  • /// /// NoProtection -- The game session can be terminated during a scale-down event. /// ///
  • /// /// FullProtection -- If the game session is in an ACTIVE status, /// it cannot be terminated during a scale-down event. /// ///
///
public ProtectionPolicy NewGameSessionProtectionPolicy { get { return this._newGameSessionProtectionPolicy; } set { this._newGameSessionProtectionPolicy = value; } } // Check to see if NewGameSessionProtectionPolicy property is set internal bool IsSetNewGameSessionProtectionPolicy() { return this._newGameSessionProtectionPolicy != null; } /// /// Gets and sets the property ResourceCreationLimitPolicy. /// /// Policy settings that limit the number of game sessions an individual player can create /// over a span of time. /// /// public ResourceCreationLimitPolicy ResourceCreationLimitPolicy { get { return this._resourceCreationLimitPolicy; } set { this._resourceCreationLimitPolicy = value; } } // Check to see if ResourceCreationLimitPolicy property is set internal bool IsSetResourceCreationLimitPolicy() { return this._resourceCreationLimitPolicy != null; } } }