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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/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/ScalingStatusType.h>
#include <aws/gamelift/model/ScalingAdjustmentType.h>
#include <aws/gamelift/model/ComparisonOperatorType.h>
#include <aws/gamelift/model/MetricName.h>
#include <aws/gamelift/model/PolicyType.h>
#include <aws/gamelift/model/TargetConfiguration.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Rule that controls how a fleet is scaled. Scaling policies are uniquely
* identified by the combination of name and fleet ID.</p> <ul> <li> <p>
* <a>DescribeFleetCapacity</a> </p> </li> <li> <p> <a>UpdateFleetCapacity</a> </p>
* </li> <li> <p> <a>DescribeEC2InstanceLimits</a> </p> </li> <li> <p>Manage
* scaling policies:</p> <ul> <li> <p> <a>PutScalingPolicy</a> (auto-scaling)</p>
* </li> <li> <p> <a>DescribeScalingPolicies</a> (auto-scaling)</p> </li> <li> <p>
* <a>DeleteScalingPolicy</a> (auto-scaling)</p> </li> </ul> </li> <li> <p>Manage
* fleet actions:</p> <ul> <li> <p> <a>StartFleetActions</a> </p> </li> <li> <p>
* <a>StopFleetActions</a> </p> </li> </ul> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API ScalingPolicy
{
public:
ScalingPolicy();
ScalingPolicy(Aws::Utils::Json::JsonView jsonValue);
ScalingPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline ScalingPolicy& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline ScalingPolicy& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet that is associated with this scaling
* policy.</p>
*/
inline ScalingPolicy& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline ScalingPolicy& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline ScalingPolicy& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a scaling policy. Policy names do
* not need to be unique.</p>
*/
inline ScalingPolicy& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline const ScalingStatusType& GetStatus() const{ return m_status; }
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline void SetStatus(const ScalingStatusType& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline void SetStatus(ScalingStatusType&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline ScalingPolicy& WithStatus(const ScalingStatusType& value) { SetStatus(value); return *this;}
/**
* <p>Current status of the scaling policy. The scaling policy can be in force only
* when in an <code>ACTIVE</code> status. Scaling policies can be suspended for
* individual fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the
* policy status does not change. View a fleet's stopped actions by calling
* <a>DescribeFleetCapacity</a>.</p> <ul> <li> <p> <b>ACTIVE</b> -- The scaling
* policy can be used for auto-scaling a fleet.</p> </li> <li> <p>
* <b>UPDATE_REQUESTED</b> -- A request to update the scaling policy has been
* received.</p> </li> <li> <p> <b>UPDATING</b> -- A change is being made to the
* scaling policy.</p> </li> <li> <p> <b>DELETE_REQUESTED</b> -- A request to
* delete the scaling policy has been received.</p> </li> <li> <p> <b>DELETING</b>
* -- The scaling policy is being deleted.</p> </li> <li> <p> <b>DELETED</b> -- The
* scaling policy has been deleted.</p> </li> <li> <p> <b>ERROR</b> -- An error
* occurred in creating the policy. It should be removed and recreated.</p> </li>
* </ul>
*/
inline ScalingPolicy& WithStatus(ScalingStatusType&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
*/
inline int GetScalingAdjustment() const{ return m_scalingAdjustment; }
/**
* <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
*/
inline bool ScalingAdjustmentHasBeenSet() const { return m_scalingAdjustmentHasBeenSet; }
/**
* <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
*/
inline void SetScalingAdjustment(int value) { m_scalingAdjustmentHasBeenSet = true; m_scalingAdjustment = value; }
/**
* <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
*/
inline ScalingPolicy& WithScalingAdjustment(int value) { SetScalingAdjustment(value); return *this;}
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline const ScalingAdjustmentType& GetScalingAdjustmentType() const{ return m_scalingAdjustmentType; }
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline bool ScalingAdjustmentTypeHasBeenSet() const { return m_scalingAdjustmentTypeHasBeenSet; }
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline void SetScalingAdjustmentType(const ScalingAdjustmentType& value) { m_scalingAdjustmentTypeHasBeenSet = true; m_scalingAdjustmentType = value; }
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline void SetScalingAdjustmentType(ScalingAdjustmentType&& value) { m_scalingAdjustmentTypeHasBeenSet = true; m_scalingAdjustmentType = std::move(value); }
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline ScalingPolicy& WithScalingAdjustmentType(const ScalingAdjustmentType& value) { SetScalingAdjustmentType(value); return *this;}
/**
* <p>The type of adjustment to make to a fleet's instance count (see
* <a>FleetCapacity</a>):</p> <ul> <li> <p> <b>ChangeInCapacity</b> -- add (or
* subtract) the scaling adjustment value from the current instance count. Positive
* values scale up while negative values scale down.</p> </li> <li> <p>
* <b>ExactCapacity</b> -- set the instance count to the scaling adjustment
* value.</p> </li> <li> <p> <b>PercentChangeInCapacity</b> -- increase or reduce
* the current instance count by the scaling adjustment, read as a percentage.
* Positive values scale up while negative values scale down.</p> </li> </ul>
*/
inline ScalingPolicy& WithScalingAdjustmentType(ScalingAdjustmentType&& value) { SetScalingAdjustmentType(std::move(value)); return *this;}
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline const ComparisonOperatorType& GetComparisonOperator() const{ return m_comparisonOperator; }
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline bool ComparisonOperatorHasBeenSet() const { return m_comparisonOperatorHasBeenSet; }
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline void SetComparisonOperator(const ComparisonOperatorType& value) { m_comparisonOperatorHasBeenSet = true; m_comparisonOperator = value; }
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline void SetComparisonOperator(ComparisonOperatorType&& value) { m_comparisonOperatorHasBeenSet = true; m_comparisonOperator = std::move(value); }
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline ScalingPolicy& WithComparisonOperator(const ComparisonOperatorType& value) { SetComparisonOperator(value); return *this;}
/**
* <p>Comparison operator to use when measuring a metric against the threshold
* value.</p>
*/
inline ScalingPolicy& WithComparisonOperator(ComparisonOperatorType&& value) { SetComparisonOperator(std::move(value)); return *this;}
/**
* <p>Metric value used to trigger a scaling event.</p>
*/
inline double GetThreshold() const{ return m_threshold; }
/**
* <p>Metric value used to trigger a scaling event.</p>
*/
inline bool ThresholdHasBeenSet() const { return m_thresholdHasBeenSet; }
/**
* <p>Metric value used to trigger a scaling event.</p>
*/
inline void SetThreshold(double value) { m_thresholdHasBeenSet = true; m_threshold = value; }
/**
* <p>Metric value used to trigger a scaling event.</p>
*/
inline ScalingPolicy& WithThreshold(double value) { SetThreshold(value); return *this;}
/**
* <p>Length of time (in minutes) the metric must be at or beyond the threshold
* before a scaling event is triggered.</p>
*/
inline int GetEvaluationPeriods() const{ return m_evaluationPeriods; }
/**
* <p>Length of time (in minutes) the metric must be at or beyond the threshold
* before a scaling event is triggered.</p>
*/
inline bool EvaluationPeriodsHasBeenSet() const { return m_evaluationPeriodsHasBeenSet; }
/**
* <p>Length of time (in minutes) the metric must be at or beyond the threshold
* before a scaling event is triggered.</p>
*/
inline void SetEvaluationPeriods(int value) { m_evaluationPeriodsHasBeenSet = true; m_evaluationPeriods = value; }
/**
* <p>Length of time (in minutes) the metric must be at or beyond the threshold
* before a scaling event is triggered.</p>
*/
inline ScalingPolicy& WithEvaluationPeriods(int value) { SetEvaluationPeriods(value); return *this;}
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline const MetricName& GetMetricName() const{ return m_metricName; }
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline bool MetricNameHasBeenSet() const { return m_metricNameHasBeenSet; }
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline void SetMetricName(const MetricName& value) { m_metricNameHasBeenSet = true; m_metricName = value; }
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline void SetMetricName(MetricName&& value) { m_metricNameHasBeenSet = true; m_metricName = std::move(value); }
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline ScalingPolicy& WithMetricName(const MetricName& value) { SetMetricName(value); return *this;}
/**
* <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling
* adjustment. For detailed descriptions of fleet metrics, see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor
* Amazon GameLift with Amazon CloudWatch</a>. </p> <ul> <li> <p>
* <b>ActivatingGameSessions</b> -- Game sessions in the process of being
* created.</p> </li> <li> <p> <b>ActiveGameSessions</b> -- Game sessions that are
* currently running.</p> </li> <li> <p> <b>ActiveInstances</b> -- Fleet instances
* that are currently running at least one game session.</p> </li> <li> <p>
* <b>AvailableGameSessions</b> -- Additional game sessions that fleet could host
* simultaneously, given current capacity.</p> </li> <li> <p>
* <b>AvailablePlayerSessions</b> -- Empty player slots in currently active game
* sessions. This includes game sessions that are not currently accepting players.
* Reserved player slots are not included.</p> </li> <li> <p>
* <b>CurrentPlayerSessions</b> -- Player slots in active game sessions that are
* being used by a player or are reserved for a player. </p> </li> <li> <p>
* <b>IdleInstances</b> -- Active instances that are currently hosting zero game
* sessions. </p> </li> <li> <p> <b>PercentAvailableGameSessions</b> -- Unused
* percentage of the total number of game sessions that a fleet could host
* simultaneously, given current capacity. Use this metric for a target-based
* scaling policy.</p> </li> <li> <p> <b>PercentIdleInstances</b> -- Percentage of
* the total number of active instances that are hosting zero game sessions.</p>
* </li> <li> <p> <b>QueueDepth</b> -- Pending game session placement requests, in
* any queue, where the current fleet is the top-priority destination.</p> </li>
* <li> <p> <b>WaitTime</b> -- Current wait time for pending game session placement
* requests, in any queue, where the current fleet is the top-priority destination.
* </p> </li> </ul>
*/
inline ScalingPolicy& WithMetricName(MetricName&& value) { SetMetricName(std::move(value)); return *this;}
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline const PolicyType& GetPolicyType() const{ return m_policyType; }
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline bool PolicyTypeHasBeenSet() const { return m_policyTypeHasBeenSet; }
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline void SetPolicyType(const PolicyType& value) { m_policyTypeHasBeenSet = true; m_policyType = value; }
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline void SetPolicyType(PolicyType&& value) { m_policyTypeHasBeenSet = true; m_policyType = std::move(value); }
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline ScalingPolicy& WithPolicyType(const PolicyType& value) { SetPolicyType(value); return *this;}
/**
* <p>The type of scaling policy to create. For a target-based policy, set the
* parameter <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
* <i>TargetConfiguration</i>. For a rule-based policy set the following
* parameters: <i>MetricName</i>, <i>ComparisonOperator</i>, <i>Threshold</i>,
* <i>EvaluationPeriods</i>, <i>ScalingAdjustmentType</i>, and
* <i>ScalingAdjustment</i>.</p>
*/
inline ScalingPolicy& WithPolicyType(PolicyType&& value) { SetPolicyType(std::move(value)); return *this;}
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline const TargetConfiguration& GetTargetConfiguration() const{ return m_targetConfiguration; }
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline bool TargetConfigurationHasBeenSet() const { return m_targetConfigurationHasBeenSet; }
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline void SetTargetConfiguration(const TargetConfiguration& value) { m_targetConfigurationHasBeenSet = true; m_targetConfiguration = value; }
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline void SetTargetConfiguration(TargetConfiguration&& value) { m_targetConfigurationHasBeenSet = true; m_targetConfiguration = std::move(value); }
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline ScalingPolicy& WithTargetConfiguration(const TargetConfiguration& value) { SetTargetConfiguration(value); return *this;}
/**
* <p>The settings for a target-based scaling policy.</p>
*/
inline ScalingPolicy& WithTargetConfiguration(TargetConfiguration&& value) { SetTargetConfiguration(std::move(value)); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
ScalingStatusType m_status;
bool m_statusHasBeenSet;
int m_scalingAdjustment;
bool m_scalingAdjustmentHasBeenSet;
ScalingAdjustmentType m_scalingAdjustmentType;
bool m_scalingAdjustmentTypeHasBeenSet;
ComparisonOperatorType m_comparisonOperator;
bool m_comparisonOperatorHasBeenSet;
double m_threshold;
bool m_thresholdHasBeenSet;
int m_evaluationPeriods;
bool m_evaluationPeriodsHasBeenSet;
MetricName m_metricName;
bool m_metricNameHasBeenSet;
PolicyType m_policyType;
bool m_policyTypeHasBeenSet;
TargetConfiguration m_targetConfiguration;
bool m_targetConfigurationHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws