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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/LaunchTemplateSpecification.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/GameServerGroupAutoScalingPolicy.h>
#include <aws/gamelift/model/BalancingStrategy.h>
#include <aws/gamelift/model/GameServerProtectionPolicy.h>
#include <aws/gamelift/model/InstanceDefinition.h>
#include <aws/gamelift/model/Tag.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class AWS_GAMELIFT_API CreateGameServerGroupRequest : public GameLiftRequest
{
public:
CreateGameServerGroupRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "CreateGameServerGroup"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline CreateGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline CreateGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
/**
* <p>An identifier for the new game server group. This value is used to generate
* unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
* game server group. The name must be unique per Region per AWS account.</p>
*/
inline CreateGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline const Aws::String& GetRoleArn() const{ return m_roleArn; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline bool RoleArnHasBeenSet() const { return m_roleArnHasBeenSet; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(const Aws::String& value) { m_roleArnHasBeenSet = true; m_roleArn = value; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(Aws::String&& value) { m_roleArnHasBeenSet = true; m_roleArn = std::move(value); }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(const char* value) { m_roleArnHasBeenSet = true; m_roleArn.assign(value); }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline CreateGameServerGroupRequest& WithRoleArn(const Aws::String& value) { SetRoleArn(value); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline CreateGameServerGroupRequest& WithRoleArn(Aws::String&& value) { SetRoleArn(std::move(value)); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline CreateGameServerGroupRequest& WithRoleArn(const char* value) { SetRoleArn(value); return *this;}
/**
* <p>The minimum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale down the group below
* this minimum. In production, this value should be set to at least 1.</p>
*/
inline int GetMinSize() const{ return m_minSize; }
/**
* <p>The minimum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale down the group below
* this minimum. In production, this value should be set to at least 1.</p>
*/
inline bool MinSizeHasBeenSet() const { return m_minSizeHasBeenSet; }
/**
* <p>The minimum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale down the group below
* this minimum. In production, this value should be set to at least 1.</p>
*/
inline void SetMinSize(int value) { m_minSizeHasBeenSet = true; m_minSize = value; }
/**
* <p>The minimum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale down the group below
* this minimum. In production, this value should be set to at least 1.</p>
*/
inline CreateGameServerGroupRequest& WithMinSize(int value) { SetMinSize(value); return *this;}
/**
* <p>The maximum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
* this maximum.</p>
*/
inline int GetMaxSize() const{ return m_maxSize; }
/**
* <p>The maximum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
* this maximum.</p>
*/
inline bool MaxSizeHasBeenSet() const { return m_maxSizeHasBeenSet; }
/**
* <p>The maximum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
* this maximum.</p>
*/
inline void SetMaxSize(int value) { m_maxSizeHasBeenSet = true; m_maxSize = value; }
/**
* <p>The maximum number of instances allowed in the EC2 Auto Scaling group. During
* autoscaling events, GameLift FleetIQ and EC2 do not scale up the group above
* this maximum.</p>
*/
inline CreateGameServerGroupRequest& WithMaxSize(int value) { SetMaxSize(value); return *this;}
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline const LaunchTemplateSpecification& GetLaunchTemplate() const{ return m_launchTemplate; }
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline bool LaunchTemplateHasBeenSet() const { return m_launchTemplateHasBeenSet; }
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline void SetLaunchTemplate(const LaunchTemplateSpecification& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = value; }
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline void SetLaunchTemplate(LaunchTemplateSpecification&& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = std::move(value); }
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& WithLaunchTemplate(const LaunchTemplateSpecification& value) { SetLaunchTemplate(value); return *this;}
/**
* <p>The EC2 launch template that contains configuration settings and game server
* code to be deployed to all instances in the game server group. You can specify
* the template using either the template name or ID. For help with creating a
* launch template, see <a
* href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html">Creating
* a Launch Template for an Auto Scaling Group</a> in the <i>Amazon EC2 Auto
* Scaling User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& WithLaunchTemplate(LaunchTemplateSpecification&& value) { SetLaunchTemplate(std::move(value)); return *this;}
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline const Aws::Vector<InstanceDefinition>& GetInstanceDefinitions() const{ return m_instanceDefinitions; }
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; }
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline void SetInstanceDefinitions(const Aws::Vector<InstanceDefinition>& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = value; }
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline void SetInstanceDefinitions(Aws::Vector<InstanceDefinition>&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = std::move(value); }
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& WithInstanceDefinitions(const Aws::Vector<InstanceDefinition>& value) { SetInstanceDefinitions(value); return *this;}
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& WithInstanceDefinitions(Aws::Vector<InstanceDefinition>&& value) { SetInstanceDefinitions(std::move(value)); return *this;}
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; }
/**
* <p>A set of EC2 instance types to use when creating instances in the group. The
* instance definitions must specify at least two different instance types that are
* supported by GameLift FleetIQ. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>.</p>
*/
inline CreateGameServerGroupRequest& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(value)); return *this; }
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline const GameServerGroupAutoScalingPolicy& GetAutoScalingPolicy() const{ return m_autoScalingPolicy; }
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline bool AutoScalingPolicyHasBeenSet() const { return m_autoScalingPolicyHasBeenSet; }
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline void SetAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = value; }
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline void SetAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = std::move(value); }
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline CreateGameServerGroupRequest& WithAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { SetAutoScalingPolicy(value); return *this;}
/**
* <p>Configuration settings to define a scaling policy for the Auto Scaling group
* that is optimized for game hosting. The scaling policy uses the metric
* "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can
* immediately accommodate new games and players. Once the game server and Auto
* Scaling groups are created, you can update the scaling policy settings directly
* in Auto Scaling Groups.</p>
*/
inline CreateGameServerGroupRequest& WithAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { SetAutoScalingPolicy(std::move(value)); return *this;}
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline const BalancingStrategy& GetBalancingStrategy() const{ return m_balancingStrategy; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline bool BalancingStrategyHasBeenSet() const { return m_balancingStrategyHasBeenSet; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline void SetBalancingStrategy(const BalancingStrategy& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = value; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline void SetBalancingStrategy(BalancingStrategy&& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = std::move(value); }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline CreateGameServerGroupRequest& WithBalancingStrategy(const BalancingStrategy& value) { SetBalancingStrategy(value); return *this;}
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline CreateGameServerGroupRequest& WithBalancingStrategy(BalancingStrategy&& value) { SetBalancingStrategy(std::move(value)); return *this;}
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline const GameServerProtectionPolicy& GetGameServerProtectionPolicy() const{ return m_gameServerProtectionPolicy; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline bool GameServerProtectionPolicyHasBeenSet() const { return m_gameServerProtectionPolicyHasBeenSet; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline void SetGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = value; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline void SetGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = std::move(value); }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { SetGameServerProtectionPolicy(value); return *this;}
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;}
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline const Aws::Vector<Aws::String>& GetVpcSubnets() const{ return m_vpcSubnets; }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline bool VpcSubnetsHasBeenSet() const { return m_vpcSubnetsHasBeenSet; }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline void SetVpcSubnets(const Aws::Vector<Aws::String>& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = value; }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline void SetVpcSubnets(Aws::Vector<Aws::String>&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = std::move(value); }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline CreateGameServerGroupRequest& WithVpcSubnets(const Aws::Vector<Aws::String>& value) { SetVpcSubnets(value); return *this;}
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline CreateGameServerGroupRequest& WithVpcSubnets(Aws::Vector<Aws::String>&& value) { SetVpcSubnets(std::move(value)); return *this;}
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline CreateGameServerGroupRequest& AddVpcSubnets(const Aws::String& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline CreateGameServerGroupRequest& AddVpcSubnets(Aws::String&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(std::move(value)); return *this; }
/**
* <p>A list of virtual private cloud (VPC) subnets to use with instances in the
* game server group. By default, all GameLift FleetIQ-supported availability zones
* are used; this parameter allows you to specify VPCs that you've set up. </p>
*/
inline CreateGameServerGroupRequest& AddVpcSubnets(const char* value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateGameServerGroupRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateGameServerGroupRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateGameServerGroupRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
/**
* <p>A list of labels to assign to the new game server group resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management, and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateGameServerGroupRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet;
Aws::String m_roleArn;
bool m_roleArnHasBeenSet;
int m_minSize;
bool m_minSizeHasBeenSet;
int m_maxSize;
bool m_maxSizeHasBeenSet;
LaunchTemplateSpecification m_launchTemplate;
bool m_launchTemplateHasBeenSet;
Aws::Vector<InstanceDefinition> m_instanceDefinitions;
bool m_instanceDefinitionsHasBeenSet;
GameServerGroupAutoScalingPolicy m_autoScalingPolicy;
bool m_autoScalingPolicyHasBeenSet;
BalancingStrategy m_balancingStrategy;
bool m_balancingStrategyHasBeenSet;
GameServerProtectionPolicy m_gameServerProtectionPolicy;
bool m_gameServerProtectionPolicyHasBeenSet;
Aws::Vector<Aws::String> m_vpcSubnets;
bool m_vpcSubnetsHasBeenSet;
Aws::Vector<Tag> m_tags;
bool m_tagsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws