196 lines
7.3 KiB
C
196 lines
7.3 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/EC2InstanceType.h>
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#include <aws/gamelift/model/EC2InstanceCounts.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Information about the fleet's capacity. Fleet capacity is measured in EC2
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* instances. By default, new fleets have a capacity of one instance, but can be
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* updated as needed. The maximum number of instances for a fleet is determined by
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* the fleet's instance type.</p> <ul> <li> <p> <a>CreateFleet</a> </p> </li> <li>
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* <p> <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>
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* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>UpdateFleetAttributes</a>
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* </p> </li> <li> <p> <a>StartFleetActions</a> or <a>StopFleetActions</a> </p>
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* </li> </ul><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API FleetCapacity
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{
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public:
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FleetCapacity();
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FleetCapacity(Aws::Utils::Json::JsonView jsonValue);
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FleetCapacity& operator=(Aws::Utils::Json::JsonView jsonValue);
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Aws::Utils::Json::JsonValue Jsonize() const;
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetCapacity& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetCapacity& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetCapacity& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline const EC2InstanceType& GetInstanceType() const{ return m_instanceType; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline void SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline void SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline FleetCapacity& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(value); return *this;}
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline FleetCapacity& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;}
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline const EC2InstanceCounts& GetInstanceCounts() const{ return m_instanceCounts; }
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline bool InstanceCountsHasBeenSet() const { return m_instanceCountsHasBeenSet; }
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline void SetInstanceCounts(const EC2InstanceCounts& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = value; }
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline void SetInstanceCounts(EC2InstanceCounts&& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = std::move(value); }
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline FleetCapacity& WithInstanceCounts(const EC2InstanceCounts& value) { SetInstanceCounts(value); return *this;}
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/**
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* <p>Current status of fleet capacity.</p>
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*/
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inline FleetCapacity& WithInstanceCounts(EC2InstanceCounts&& value) { SetInstanceCounts(std::move(value)); return *this;}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet;
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EC2InstanceType m_instanceType;
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bool m_instanceTypeHasBeenSet;
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EC2InstanceCounts m_instanceCounts;
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bool m_instanceCountsHasBeenSet;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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