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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/appstream/AppStream_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/appstream/model/FleetType.h>
#include <aws/appstream/model/ComputeCapacityStatus.h>
#include <aws/appstream/model/FleetState.h>
#include <aws/appstream/model/VpcConfig.h>
#include <aws/core/utils/DateTime.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/appstream/model/DomainJoinInfo.h>
#include <aws/appstream/model/StreamView.h>
#include <aws/appstream/model/FleetError.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace AppStream
{
namespace Model
{
/**
* <p>Describes a fleet.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/appstream-2016-12-01/Fleet">AWS API
* Reference</a></p>
*/
class AWS_APPSTREAM_API Fleet
{
public:
Fleet();
Fleet(Aws::Utils::Json::JsonView jsonValue);
Fleet& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline const Aws::String& GetArn() const{ return m_arn; }
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline bool ArnHasBeenSet() const { return m_arnHasBeenSet; }
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline void SetArn(const Aws::String& value) { m_arnHasBeenSet = true; m_arn = value; }
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline void SetArn(Aws::String&& value) { m_arnHasBeenSet = true; m_arn = std::move(value); }
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline void SetArn(const char* value) { m_arnHasBeenSet = true; m_arn.assign(value); }
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline Fleet& WithArn(const Aws::String& value) { SetArn(value); return *this;}
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline Fleet& WithArn(Aws::String&& value) { SetArn(std::move(value)); return *this;}
/**
* <p>The Amazon Resource Name (ARN) for the fleet.</p>
*/
inline Fleet& WithArn(const char* value) { SetArn(value); return *this;}
/**
* <p>The name of the fleet.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>The name of the fleet.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>The name of the fleet.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>The name of the fleet.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>The name of the fleet.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>The name of the fleet.</p>
*/
inline Fleet& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>The name of the fleet.</p>
*/
inline Fleet& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>The name of the fleet.</p>
*/
inline Fleet& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>The fleet name to display.</p>
*/
inline const Aws::String& GetDisplayName() const{ return m_displayName; }
/**
* <p>The fleet name to display.</p>
*/
inline bool DisplayNameHasBeenSet() const { return m_displayNameHasBeenSet; }
/**
* <p>The fleet name to display.</p>
*/
inline void SetDisplayName(const Aws::String& value) { m_displayNameHasBeenSet = true; m_displayName = value; }
/**
* <p>The fleet name to display.</p>
*/
inline void SetDisplayName(Aws::String&& value) { m_displayNameHasBeenSet = true; m_displayName = std::move(value); }
/**
* <p>The fleet name to display.</p>
*/
inline void SetDisplayName(const char* value) { m_displayNameHasBeenSet = true; m_displayName.assign(value); }
/**
* <p>The fleet name to display.</p>
*/
inline Fleet& WithDisplayName(const Aws::String& value) { SetDisplayName(value); return *this;}
/**
* <p>The fleet name to display.</p>
*/
inline Fleet& WithDisplayName(Aws::String&& value) { SetDisplayName(std::move(value)); return *this;}
/**
* <p>The fleet name to display.</p>
*/
inline Fleet& WithDisplayName(const char* value) { SetDisplayName(value); return *this;}
/**
* <p>The description to display.</p>
*/
inline const Aws::String& GetDescription() const{ return m_description; }
/**
* <p>The description to display.</p>
*/
inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; }
/**
* <p>The description to display.</p>
*/
inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; }
/**
* <p>The description to display.</p>
*/
inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); }
/**
* <p>The description to display.</p>
*/
inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); }
/**
* <p>The description to display.</p>
*/
inline Fleet& WithDescription(const Aws::String& value) { SetDescription(value); return *this;}
/**
* <p>The description to display.</p>
*/
inline Fleet& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;}
/**
* <p>The description to display.</p>
*/
inline Fleet& WithDescription(const char* value) { SetDescription(value); return *this;}
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline const Aws::String& GetImageName() const{ return m_imageName; }
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline bool ImageNameHasBeenSet() const { return m_imageNameHasBeenSet; }
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline void SetImageName(const Aws::String& value) { m_imageNameHasBeenSet = true; m_imageName = value; }
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline void SetImageName(Aws::String&& value) { m_imageNameHasBeenSet = true; m_imageName = std::move(value); }
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline void SetImageName(const char* value) { m_imageNameHasBeenSet = true; m_imageName.assign(value); }
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline Fleet& WithImageName(const Aws::String& value) { SetImageName(value); return *this;}
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline Fleet& WithImageName(Aws::String&& value) { SetImageName(std::move(value)); return *this;}
/**
* <p>The name of the image used to create the fleet.</p>
*/
inline Fleet& WithImageName(const char* value) { SetImageName(value); return *this;}
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline const Aws::String& GetImageArn() const{ return m_imageArn; }
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline bool ImageArnHasBeenSet() const { return m_imageArnHasBeenSet; }
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline void SetImageArn(const Aws::String& value) { m_imageArnHasBeenSet = true; m_imageArn = value; }
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline void SetImageArn(Aws::String&& value) { m_imageArnHasBeenSet = true; m_imageArn = std::move(value); }
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline void SetImageArn(const char* value) { m_imageArnHasBeenSet = true; m_imageArn.assign(value); }
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline Fleet& WithImageArn(const Aws::String& value) { SetImageArn(value); return *this;}
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline Fleet& WithImageArn(Aws::String&& value) { SetImageArn(std::move(value)); return *this;}
/**
* <p>The ARN for the public, private, or shared image.</p>
*/
inline Fleet& WithImageArn(const char* value) { SetImageArn(value); return *this;}
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline const Aws::String& GetInstanceType() const{ return m_instanceType; }
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; }
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline void SetInstanceType(const Aws::String& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; }
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline void SetInstanceType(Aws::String&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); }
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline void SetInstanceType(const char* value) { m_instanceTypeHasBeenSet = true; m_instanceType.assign(value); }
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline Fleet& WithInstanceType(const Aws::String& value) { SetInstanceType(value); return *this;}
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline Fleet& WithInstanceType(Aws::String&& value) { SetInstanceType(std::move(value)); return *this;}
/**
* <p>The instance type to use when launching fleet instances. The following
* instance types are available:</p> <ul> <li> <p>stream.standard.medium</p> </li>
* <li> <p>stream.standard.large</p> </li> <li> <p>stream.compute.large</p> </li>
* <li> <p>stream.compute.xlarge</p> </li> <li> <p>stream.compute.2xlarge</p> </li>
* <li> <p>stream.compute.4xlarge</p> </li> <li> <p>stream.compute.8xlarge</p>
* </li> <li> <p>stream.memory.large</p> </li> <li> <p>stream.memory.xlarge</p>
* </li> <li> <p>stream.memory.2xlarge</p> </li> <li> <p>stream.memory.4xlarge</p>
* </li> <li> <p>stream.memory.8xlarge</p> </li> <li>
* <p>stream.memory.z1d.large</p> </li> <li> <p>stream.memory.z1d.xlarge</p> </li>
* <li> <p>stream.memory.z1d.2xlarge</p> </li> <li>
* <p>stream.memory.z1d.3xlarge</p> </li> <li> <p>stream.memory.z1d.6xlarge</p>
* </li> <li> <p>stream.memory.z1d.12xlarge</p> </li> <li>
* <p>stream.graphics-design.large</p> </li> <li>
* <p>stream.graphics-design.xlarge</p> </li> <li>
* <p>stream.graphics-design.2xlarge</p> </li> <li>
* <p>stream.graphics-design.4xlarge</p> </li> <li>
* <p>stream.graphics-desktop.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.2xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.4xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.8xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.12xlarge</p> </li> <li>
* <p>stream.graphics.g4dn.16xlarge</p> </li> <li>
* <p>stream.graphics-pro.4xlarge</p> </li> <li> <p>stream.graphics-pro.8xlarge</p>
* </li> <li> <p>stream.graphics-pro.16xlarge</p> </li> </ul>
*/
inline Fleet& WithInstanceType(const char* value) { SetInstanceType(value); return *this;}
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline const FleetType& GetFleetType() const{ return m_fleetType; }
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline bool FleetTypeHasBeenSet() const { return m_fleetTypeHasBeenSet; }
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline void SetFleetType(const FleetType& value) { m_fleetTypeHasBeenSet = true; m_fleetType = value; }
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline void SetFleetType(FleetType&& value) { m_fleetTypeHasBeenSet = true; m_fleetType = std::move(value); }
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline Fleet& WithFleetType(const FleetType& value) { SetFleetType(value); return *this;}
/**
* <p>The fleet type.</p> <dl> <dt>ALWAYS_ON</dt> <dd> <p>Provides users with
* instant-on access to their apps. You are charged for all running instances in
* your fleet, even if no users are streaming apps.</p> </dd> <dt>ON_DEMAND</dt>
* <dd> <p>Provide users with access to applications after they connect, which
* takes one to two minutes. You are charged for instance streaming when users are
* connected and a small hourly fee for instances that are not streaming apps.</p>
* </dd> </dl>
*/
inline Fleet& WithFleetType(FleetType&& value) { SetFleetType(std::move(value)); return *this;}
/**
* <p>The capacity status for the fleet.</p>
*/
inline const ComputeCapacityStatus& GetComputeCapacityStatus() const{ return m_computeCapacityStatus; }
/**
* <p>The capacity status for the fleet.</p>
*/
inline bool ComputeCapacityStatusHasBeenSet() const { return m_computeCapacityStatusHasBeenSet; }
/**
* <p>The capacity status for the fleet.</p>
*/
inline void SetComputeCapacityStatus(const ComputeCapacityStatus& value) { m_computeCapacityStatusHasBeenSet = true; m_computeCapacityStatus = value; }
/**
* <p>The capacity status for the fleet.</p>
*/
inline void SetComputeCapacityStatus(ComputeCapacityStatus&& value) { m_computeCapacityStatusHasBeenSet = true; m_computeCapacityStatus = std::move(value); }
/**
* <p>The capacity status for the fleet.</p>
*/
inline Fleet& WithComputeCapacityStatus(const ComputeCapacityStatus& value) { SetComputeCapacityStatus(value); return *this;}
/**
* <p>The capacity status for the fleet.</p>
*/
inline Fleet& WithComputeCapacityStatus(ComputeCapacityStatus&& value) { SetComputeCapacityStatus(std::move(value)); return *this;}
/**
* <p>The maximum amount of time that a streaming session can remain active, in
* seconds. If users are still connected to a streaming instance five minutes
* before this limit is reached, they are prompted to save any open documents
* before being disconnected. After this time elapses, the instance is terminated
* and replaced by a new instance. </p> <p>Specify a value between 600 and
* 360000.</p>
*/
inline int GetMaxUserDurationInSeconds() const{ return m_maxUserDurationInSeconds; }
/**
* <p>The maximum amount of time that a streaming session can remain active, in
* seconds. If users are still connected to a streaming instance five minutes
* before this limit is reached, they are prompted to save any open documents
* before being disconnected. After this time elapses, the instance is terminated
* and replaced by a new instance. </p> <p>Specify a value between 600 and
* 360000.</p>
*/
inline bool MaxUserDurationInSecondsHasBeenSet() const { return m_maxUserDurationInSecondsHasBeenSet; }
/**
* <p>The maximum amount of time that a streaming session can remain active, in
* seconds. If users are still connected to a streaming instance five minutes
* before this limit is reached, they are prompted to save any open documents
* before being disconnected. After this time elapses, the instance is terminated
* and replaced by a new instance. </p> <p>Specify a value between 600 and
* 360000.</p>
*/
inline void SetMaxUserDurationInSeconds(int value) { m_maxUserDurationInSecondsHasBeenSet = true; m_maxUserDurationInSeconds = value; }
/**
* <p>The maximum amount of time that a streaming session can remain active, in
* seconds. If users are still connected to a streaming instance five minutes
* before this limit is reached, they are prompted to save any open documents
* before being disconnected. After this time elapses, the instance is terminated
* and replaced by a new instance. </p> <p>Specify a value between 600 and
* 360000.</p>
*/
inline Fleet& WithMaxUserDurationInSeconds(int value) { SetMaxUserDurationInSeconds(value); return *this;}
/**
* <p>The amount of time that a streaming session remains active after users
* disconnect. If they try to reconnect to the streaming session after a
* disconnection or network interruption within this time interval, they are
* connected to their previous session. Otherwise, they are connected to a new
* session with a new streaming instance.</p> <p>Specify a value between 60 and
* 360000.</p>
*/
inline int GetDisconnectTimeoutInSeconds() const{ return m_disconnectTimeoutInSeconds; }
/**
* <p>The amount of time that a streaming session remains active after users
* disconnect. If they try to reconnect to the streaming session after a
* disconnection or network interruption within this time interval, they are
* connected to their previous session. Otherwise, they are connected to a new
* session with a new streaming instance.</p> <p>Specify a value between 60 and
* 360000.</p>
*/
inline bool DisconnectTimeoutInSecondsHasBeenSet() const { return m_disconnectTimeoutInSecondsHasBeenSet; }
/**
* <p>The amount of time that a streaming session remains active after users
* disconnect. If they try to reconnect to the streaming session after a
* disconnection or network interruption within this time interval, they are
* connected to their previous session. Otherwise, they are connected to a new
* session with a new streaming instance.</p> <p>Specify a value between 60 and
* 360000.</p>
*/
inline void SetDisconnectTimeoutInSeconds(int value) { m_disconnectTimeoutInSecondsHasBeenSet = true; m_disconnectTimeoutInSeconds = value; }
/**
* <p>The amount of time that a streaming session remains active after users
* disconnect. If they try to reconnect to the streaming session after a
* disconnection or network interruption within this time interval, they are
* connected to their previous session. Otherwise, they are connected to a new
* session with a new streaming instance.</p> <p>Specify a value between 60 and
* 360000.</p>
*/
inline Fleet& WithDisconnectTimeoutInSeconds(int value) { SetDisconnectTimeoutInSeconds(value); return *this;}
/**
* <p>The current state for the fleet.</p>
*/
inline const FleetState& GetState() const{ return m_state; }
/**
* <p>The current state for the fleet.</p>
*/
inline bool StateHasBeenSet() const { return m_stateHasBeenSet; }
/**
* <p>The current state for the fleet.</p>
*/
inline void SetState(const FleetState& value) { m_stateHasBeenSet = true; m_state = value; }
/**
* <p>The current state for the fleet.</p>
*/
inline void SetState(FleetState&& value) { m_stateHasBeenSet = true; m_state = std::move(value); }
/**
* <p>The current state for the fleet.</p>
*/
inline Fleet& WithState(const FleetState& value) { SetState(value); return *this;}
/**
* <p>The current state for the fleet.</p>
*/
inline Fleet& WithState(FleetState&& value) { SetState(std::move(value)); return *this;}
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline const VpcConfig& GetVpcConfig() const{ return m_vpcConfig; }
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline bool VpcConfigHasBeenSet() const { return m_vpcConfigHasBeenSet; }
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline void SetVpcConfig(const VpcConfig& value) { m_vpcConfigHasBeenSet = true; m_vpcConfig = value; }
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline void SetVpcConfig(VpcConfig&& value) { m_vpcConfigHasBeenSet = true; m_vpcConfig = std::move(value); }
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline Fleet& WithVpcConfig(const VpcConfig& value) { SetVpcConfig(value); return *this;}
/**
* <p>The VPC configuration for the fleet.</p>
*/
inline Fleet& WithVpcConfig(VpcConfig&& value) { SetVpcConfig(std::move(value)); return *this;}
/**
* <p>The time the fleet was created.</p>
*/
inline const Aws::Utils::DateTime& GetCreatedTime() const{ return m_createdTime; }
/**
* <p>The time the fleet was created.</p>
*/
inline bool CreatedTimeHasBeenSet() const { return m_createdTimeHasBeenSet; }
/**
* <p>The time the fleet was created.</p>
*/
inline void SetCreatedTime(const Aws::Utils::DateTime& value) { m_createdTimeHasBeenSet = true; m_createdTime = value; }
/**
* <p>The time the fleet was created.</p>
*/
inline void SetCreatedTime(Aws::Utils::DateTime&& value) { m_createdTimeHasBeenSet = true; m_createdTime = std::move(value); }
/**
* <p>The time the fleet was created.</p>
*/
inline Fleet& WithCreatedTime(const Aws::Utils::DateTime& value) { SetCreatedTime(value); return *this;}
/**
* <p>The time the fleet was created.</p>
*/
inline Fleet& WithCreatedTime(Aws::Utils::DateTime&& value) { SetCreatedTime(std::move(value)); return *this;}
/**
* <p>The fleet errors.</p>
*/
inline const Aws::Vector<FleetError>& GetFleetErrors() const{ return m_fleetErrors; }
/**
* <p>The fleet errors.</p>
*/
inline bool FleetErrorsHasBeenSet() const { return m_fleetErrorsHasBeenSet; }
/**
* <p>The fleet errors.</p>
*/
inline void SetFleetErrors(const Aws::Vector<FleetError>& value) { m_fleetErrorsHasBeenSet = true; m_fleetErrors = value; }
/**
* <p>The fleet errors.</p>
*/
inline void SetFleetErrors(Aws::Vector<FleetError>&& value) { m_fleetErrorsHasBeenSet = true; m_fleetErrors = std::move(value); }
/**
* <p>The fleet errors.</p>
*/
inline Fleet& WithFleetErrors(const Aws::Vector<FleetError>& value) { SetFleetErrors(value); return *this;}
/**
* <p>The fleet errors.</p>
*/
inline Fleet& WithFleetErrors(Aws::Vector<FleetError>&& value) { SetFleetErrors(std::move(value)); return *this;}
/**
* <p>The fleet errors.</p>
*/
inline Fleet& AddFleetErrors(const FleetError& value) { m_fleetErrorsHasBeenSet = true; m_fleetErrors.push_back(value); return *this; }
/**
* <p>The fleet errors.</p>
*/
inline Fleet& AddFleetErrors(FleetError&& value) { m_fleetErrorsHasBeenSet = true; m_fleetErrors.push_back(std::move(value)); return *this; }
/**
* <p>Indicates whether default internet access is enabled for the fleet.</p>
*/
inline bool GetEnableDefaultInternetAccess() const{ return m_enableDefaultInternetAccess; }
/**
* <p>Indicates whether default internet access is enabled for the fleet.</p>
*/
inline bool EnableDefaultInternetAccessHasBeenSet() const { return m_enableDefaultInternetAccessHasBeenSet; }
/**
* <p>Indicates whether default internet access is enabled for the fleet.</p>
*/
inline void SetEnableDefaultInternetAccess(bool value) { m_enableDefaultInternetAccessHasBeenSet = true; m_enableDefaultInternetAccess = value; }
/**
* <p>Indicates whether default internet access is enabled for the fleet.</p>
*/
inline Fleet& WithEnableDefaultInternetAccess(bool value) { SetEnableDefaultInternetAccess(value); return *this;}
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline const DomainJoinInfo& GetDomainJoinInfo() const{ return m_domainJoinInfo; }
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline bool DomainJoinInfoHasBeenSet() const { return m_domainJoinInfoHasBeenSet; }
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline void SetDomainJoinInfo(const DomainJoinInfo& value) { m_domainJoinInfoHasBeenSet = true; m_domainJoinInfo = value; }
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline void SetDomainJoinInfo(DomainJoinInfo&& value) { m_domainJoinInfoHasBeenSet = true; m_domainJoinInfo = std::move(value); }
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline Fleet& WithDomainJoinInfo(const DomainJoinInfo& value) { SetDomainJoinInfo(value); return *this;}
/**
* <p>The name of the directory and organizational unit (OU) to use to join the
* fleet to a Microsoft Active Directory domain. </p>
*/
inline Fleet& WithDomainJoinInfo(DomainJoinInfo&& value) { SetDomainJoinInfo(std::move(value)); return *this;}
/**
* <p>The amount of time that users can be idle (inactive) before they are
* disconnected from their streaming session and the
* <code>DisconnectTimeoutInSeconds</code> time interval begins. Users are notified
* before they are disconnected due to inactivity. If users try to reconnect to the
* streaming session before the time interval specified in
* <code>DisconnectTimeoutInSeconds</code> elapses, they are connected to their
* previous session. Users are considered idle when they stop providing keyboard or
* mouse input during their streaming session. File uploads and downloads, audio
* in, audio out, and pixels changing do not qualify as user activity. If users
* continue to be idle after the time interval in
* <code>IdleDisconnectTimeoutInSeconds</code> elapses, they are disconnected.</p>
* <p>To prevent users from being disconnected due to inactivity, specify a value
* of 0. Otherwise, specify a value between 60 and 3600. The default value is
* 0.</p> <p>If you enable this feature, we recommend that you specify a
* value that corresponds exactly to a whole number of minutes (for example, 60,
* 120, and 180). If you don't do this, the value is rounded to the nearest minute.
* For example, if you specify a value of 70, users are disconnected after 1 minute
* of inactivity. If you specify a value that is at the midpoint between two
* different minutes, the value is rounded up. For example, if you specify a value
* of 90, users are disconnected after 2 minutes of inactivity. </p>
*/
inline int GetIdleDisconnectTimeoutInSeconds() const{ return m_idleDisconnectTimeoutInSeconds; }
/**
* <p>The amount of time that users can be idle (inactive) before they are
* disconnected from their streaming session and the
* <code>DisconnectTimeoutInSeconds</code> time interval begins. Users are notified
* before they are disconnected due to inactivity. If users try to reconnect to the
* streaming session before the time interval specified in
* <code>DisconnectTimeoutInSeconds</code> elapses, they are connected to their
* previous session. Users are considered idle when they stop providing keyboard or
* mouse input during their streaming session. File uploads and downloads, audio
* in, audio out, and pixels changing do not qualify as user activity. If users
* continue to be idle after the time interval in
* <code>IdleDisconnectTimeoutInSeconds</code> elapses, they are disconnected.</p>
* <p>To prevent users from being disconnected due to inactivity, specify a value
* of 0. Otherwise, specify a value between 60 and 3600. The default value is
* 0.</p> <p>If you enable this feature, we recommend that you specify a
* value that corresponds exactly to a whole number of minutes (for example, 60,
* 120, and 180). If you don't do this, the value is rounded to the nearest minute.
* For example, if you specify a value of 70, users are disconnected after 1 minute
* of inactivity. If you specify a value that is at the midpoint between two
* different minutes, the value is rounded up. For example, if you specify a value
* of 90, users are disconnected after 2 minutes of inactivity. </p>
*/
inline bool IdleDisconnectTimeoutInSecondsHasBeenSet() const { return m_idleDisconnectTimeoutInSecondsHasBeenSet; }
/**
* <p>The amount of time that users can be idle (inactive) before they are
* disconnected from their streaming session and the
* <code>DisconnectTimeoutInSeconds</code> time interval begins. Users are notified
* before they are disconnected due to inactivity. If users try to reconnect to the
* streaming session before the time interval specified in
* <code>DisconnectTimeoutInSeconds</code> elapses, they are connected to their
* previous session. Users are considered idle when they stop providing keyboard or
* mouse input during their streaming session. File uploads and downloads, audio
* in, audio out, and pixels changing do not qualify as user activity. If users
* continue to be idle after the time interval in
* <code>IdleDisconnectTimeoutInSeconds</code> elapses, they are disconnected.</p>
* <p>To prevent users from being disconnected due to inactivity, specify a value
* of 0. Otherwise, specify a value between 60 and 3600. The default value is
* 0.</p> <p>If you enable this feature, we recommend that you specify a
* value that corresponds exactly to a whole number of minutes (for example, 60,
* 120, and 180). If you don't do this, the value is rounded to the nearest minute.
* For example, if you specify a value of 70, users are disconnected after 1 minute
* of inactivity. If you specify a value that is at the midpoint between two
* different minutes, the value is rounded up. For example, if you specify a value
* of 90, users are disconnected after 2 minutes of inactivity. </p>
*/
inline void SetIdleDisconnectTimeoutInSeconds(int value) { m_idleDisconnectTimeoutInSecondsHasBeenSet = true; m_idleDisconnectTimeoutInSeconds = value; }
/**
* <p>The amount of time that users can be idle (inactive) before they are
* disconnected from their streaming session and the
* <code>DisconnectTimeoutInSeconds</code> time interval begins. Users are notified
* before they are disconnected due to inactivity. If users try to reconnect to the
* streaming session before the time interval specified in
* <code>DisconnectTimeoutInSeconds</code> elapses, they are connected to their
* previous session. Users are considered idle when they stop providing keyboard or
* mouse input during their streaming session. File uploads and downloads, audio
* in, audio out, and pixels changing do not qualify as user activity. If users
* continue to be idle after the time interval in
* <code>IdleDisconnectTimeoutInSeconds</code> elapses, they are disconnected.</p>
* <p>To prevent users from being disconnected due to inactivity, specify a value
* of 0. Otherwise, specify a value between 60 and 3600. The default value is
* 0.</p> <p>If you enable this feature, we recommend that you specify a
* value that corresponds exactly to a whole number of minutes (for example, 60,
* 120, and 180). If you don't do this, the value is rounded to the nearest minute.
* For example, if you specify a value of 70, users are disconnected after 1 minute
* of inactivity. If you specify a value that is at the midpoint between two
* different minutes, the value is rounded up. For example, if you specify a value
* of 90, users are disconnected after 2 minutes of inactivity. </p>
*/
inline Fleet& WithIdleDisconnectTimeoutInSeconds(int value) { SetIdleDisconnectTimeoutInSeconds(value); return *this;}
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline const Aws::String& GetIamRoleArn() const{ return m_iamRoleArn; }
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline bool IamRoleArnHasBeenSet() const { return m_iamRoleArnHasBeenSet; }
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline void SetIamRoleArn(const Aws::String& value) { m_iamRoleArnHasBeenSet = true; m_iamRoleArn = value; }
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline void SetIamRoleArn(Aws::String&& value) { m_iamRoleArnHasBeenSet = true; m_iamRoleArn = std::move(value); }
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline void SetIamRoleArn(const char* value) { m_iamRoleArnHasBeenSet = true; m_iamRoleArn.assign(value); }
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline Fleet& WithIamRoleArn(const Aws::String& value) { SetIamRoleArn(value); return *this;}
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline Fleet& WithIamRoleArn(Aws::String&& value) { SetIamRoleArn(std::move(value)); return *this;}
/**
* <p>The ARN of the IAM role that is applied to the fleet. To assume a role, the
* fleet instance calls the AWS Security Token Service (STS)
* <code>AssumeRole</code> API operation and passes the ARN of the role to use. The
* operation creates a new session with temporary credentials. AppStream 2.0
* retrieves the temporary credentials and creates the
* <b>appstream_machine_role</b> credential profile on the instance.</p> <p>For
* more information, see <a
* href="https://docs.aws.amazon.com/appstream2/latest/developerguide/using-iam-roles-to-grant-permissions-to-applications-scripts-streaming-instances.html">Using
* an IAM Role to Grant Permissions to Applications and Scripts Running on
* AppStream 2.0 Streaming Instances</a> in the <i>Amazon AppStream 2.0
* Administration Guide</i>.</p>
*/
inline Fleet& WithIamRoleArn(const char* value) { SetIamRoleArn(value); return *this;}
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline const StreamView& GetStreamView() const{ return m_streamView; }
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline bool StreamViewHasBeenSet() const { return m_streamViewHasBeenSet; }
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline void SetStreamView(const StreamView& value) { m_streamViewHasBeenSet = true; m_streamView = value; }
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline void SetStreamView(StreamView&& value) { m_streamViewHasBeenSet = true; m_streamView = std::move(value); }
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline Fleet& WithStreamView(const StreamView& value) { SetStreamView(value); return *this;}
/**
* <p>The AppStream 2.0 view that is displayed to your users when they stream from
* the fleet. When <code>APP</code> is specified, only the windows of applications
* opened by users display. When <code>DESKTOP</code> is specified, the standard
* desktop that is provided by the operating system displays.</p> <p>The default
* value is <code>APP</code>.</p>
*/
inline Fleet& WithStreamView(StreamView&& value) { SetStreamView(std::move(value)); return *this;}
private:
Aws::String m_arn;
bool m_arnHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
Aws::String m_displayName;
bool m_displayNameHasBeenSet;
Aws::String m_description;
bool m_descriptionHasBeenSet;
Aws::String m_imageName;
bool m_imageNameHasBeenSet;
Aws::String m_imageArn;
bool m_imageArnHasBeenSet;
Aws::String m_instanceType;
bool m_instanceTypeHasBeenSet;
FleetType m_fleetType;
bool m_fleetTypeHasBeenSet;
ComputeCapacityStatus m_computeCapacityStatus;
bool m_computeCapacityStatusHasBeenSet;
int m_maxUserDurationInSeconds;
bool m_maxUserDurationInSecondsHasBeenSet;
int m_disconnectTimeoutInSeconds;
bool m_disconnectTimeoutInSecondsHasBeenSet;
FleetState m_state;
bool m_stateHasBeenSet;
VpcConfig m_vpcConfig;
bool m_vpcConfigHasBeenSet;
Aws::Utils::DateTime m_createdTime;
bool m_createdTimeHasBeenSet;
Aws::Vector<FleetError> m_fleetErrors;
bool m_fleetErrorsHasBeenSet;
bool m_enableDefaultInternetAccess;
bool m_enableDefaultInternetAccessHasBeenSet;
DomainJoinInfo m_domainJoinInfo;
bool m_domainJoinInfoHasBeenSet;
int m_idleDisconnectTimeoutInSeconds;
bool m_idleDisconnectTimeoutInSecondsHasBeenSet;
Aws::String m_iamRoleArn;
bool m_iamRoleArnHasBeenSet;
StreamView m_streamView;
bool m_streamViewHasBeenSet;
};
} // namespace Model
} // namespace AppStream
} // namespace Aws