/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include #include #include #include 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; /** *

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.

*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *

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.

*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *

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.

*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *

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.

*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *

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.

*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *

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.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *

The Amazon Resource Name (ARN) * 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.

*/ inline const Aws::String& GetRoleArn() const{ return m_roleArn; } /** *

The Amazon Resource Name (ARN) * 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.

*/ inline bool RoleArnHasBeenSet() const { return m_roleArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * 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.

*/ inline void SetRoleArn(const Aws::String& value) { m_roleArnHasBeenSet = true; m_roleArn = value; } /** *

The Amazon Resource Name (ARN) * 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.

*/ inline void SetRoleArn(Aws::String&& value) { m_roleArnHasBeenSet = true; m_roleArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * 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.

*/ inline void SetRoleArn(const char* value) { m_roleArnHasBeenSet = true; m_roleArn.assign(value); } /** *

The Amazon Resource Name (ARN) * 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.

*/ inline CreateGameServerGroupRequest& WithRoleArn(const Aws::String& value) { SetRoleArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * 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.

*/ inline CreateGameServerGroupRequest& WithRoleArn(Aws::String&& value) { SetRoleArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * 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.

*/ inline CreateGameServerGroupRequest& WithRoleArn(const char* value) { SetRoleArn(value); return *this;} /** *

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.

*/ inline int GetMinSize() const{ return m_minSize; } /** *

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.

*/ inline bool MinSizeHasBeenSet() const { return m_minSizeHasBeenSet; } /** *

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.

*/ inline void SetMinSize(int value) { m_minSizeHasBeenSet = true; m_minSize = value; } /** *

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.

*/ inline CreateGameServerGroupRequest& WithMinSize(int value) { SetMinSize(value); return *this;} /** *

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.

*/ inline int GetMaxSize() const{ return m_maxSize; } /** *

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.

*/ inline bool MaxSizeHasBeenSet() const { return m_maxSizeHasBeenSet; } /** *

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.

*/ inline void SetMaxSize(int value) { m_maxSizeHasBeenSet = true; m_maxSize = value; } /** *

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.

*/ inline CreateGameServerGroupRequest& WithMaxSize(int value) { SetMaxSize(value); return *this;} /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline const LaunchTemplateSpecification& GetLaunchTemplate() const{ return m_launchTemplate; } /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline bool LaunchTemplateHasBeenSet() const { return m_launchTemplateHasBeenSet; } /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline void SetLaunchTemplate(const LaunchTemplateSpecification& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = value; } /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline void SetLaunchTemplate(LaunchTemplateSpecification&& value) { m_launchTemplateHasBeenSet = true; m_launchTemplate = std::move(value); } /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& WithLaunchTemplate(const LaunchTemplateSpecification& value) { SetLaunchTemplate(value); return *this;} /** *

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 Creating * a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto * Scaling User Guide.

*/ inline CreateGameServerGroupRequest& WithLaunchTemplate(LaunchTemplateSpecification&& value) { SetLaunchTemplate(std::move(value)); return *this;} /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline const Aws::Vector& GetInstanceDefinitions() const{ return m_instanceDefinitions; } /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; } /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline void SetInstanceDefinitions(const Aws::Vector& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = value; } /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline void SetInstanceDefinitions(Aws::Vector&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = std::move(value); } /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline CreateGameServerGroupRequest& WithInstanceDefinitions(const Aws::Vector& value) { SetInstanceDefinitions(value); return *this;} /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline CreateGameServerGroupRequest& WithInstanceDefinitions(Aws::Vector&& value) { SetInstanceDefinitions(std::move(value)); return *this;} /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline CreateGameServerGroupRequest& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; } /** *

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 EC2 * Instance Types in the Amazon EC2 User Guide.

*/ inline CreateGameServerGroupRequest& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(value)); return *this; } /** *

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.

*/ inline const GameServerGroupAutoScalingPolicy& GetAutoScalingPolicy() const{ return m_autoScalingPolicy; } /** *

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.

*/ inline bool AutoScalingPolicyHasBeenSet() const { return m_autoScalingPolicyHasBeenSet; } /** *

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.

*/ inline void SetAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = value; } /** *

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.

*/ inline void SetAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { m_autoScalingPolicyHasBeenSet = true; m_autoScalingPolicy = std::move(value); } /** *

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.

*/ inline CreateGameServerGroupRequest& WithAutoScalingPolicy(const GameServerGroupAutoScalingPolicy& value) { SetAutoScalingPolicy(value); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& WithAutoScalingPolicy(GameServerGroupAutoScalingPolicy&& value) { SetAutoScalingPolicy(std::move(value)); return *this;} /** *

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:

  • 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.

  • 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.

*/ inline const BalancingStrategy& GetBalancingStrategy() const{ return m_balancingStrategy; } /** *

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:

  • 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.

  • 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.

*/ inline bool BalancingStrategyHasBeenSet() const { return m_balancingStrategyHasBeenSet; } /** *

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:

  • 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.

  • 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.

*/ inline void SetBalancingStrategy(const BalancingStrategy& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = value; } /** *

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:

  • 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.

  • 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.

*/ inline void SetBalancingStrategy(BalancingStrategy&& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = std::move(value); } /** *

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:

  • 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.

  • 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.

*/ inline CreateGameServerGroupRequest& WithBalancingStrategy(const BalancingStrategy& value) { SetBalancingStrategy(value); return *this;} /** *

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:

  • 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.

  • 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.

*/ inline CreateGameServerGroupRequest& WithBalancingStrategy(BalancingStrategy&& value) { SetBalancingStrategy(std::move(value)); return *this;} /** *

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.

*/ inline const GameServerProtectionPolicy& GetGameServerProtectionPolicy() const{ return m_gameServerProtectionPolicy; } /** *

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.

*/ inline bool GameServerProtectionPolicyHasBeenSet() const { return m_gameServerProtectionPolicyHasBeenSet; } /** *

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.

*/ inline void SetGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = value; } /** *

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.

*/ inline void SetGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = std::move(value); } /** *

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.

*/ inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { SetGameServerProtectionPolicy(value); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;} /** *

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.

*/ inline const Aws::Vector& GetVpcSubnets() const{ return m_vpcSubnets; } /** *

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.

*/ inline bool VpcSubnetsHasBeenSet() const { return m_vpcSubnetsHasBeenSet; } /** *

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.

*/ inline void SetVpcSubnets(const Aws::Vector& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = value; } /** *

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.

*/ inline void SetVpcSubnets(Aws::Vector&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets = std::move(value); } /** *

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.

*/ inline CreateGameServerGroupRequest& WithVpcSubnets(const Aws::Vector& value) { SetVpcSubnets(value); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& WithVpcSubnets(Aws::Vector&& value) { SetVpcSubnets(std::move(value)); return *this;} /** *

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.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(const Aws::String& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; } /** *

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.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(Aws::String&& value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(std::move(value)); return *this; } /** *

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.

*/ inline CreateGameServerGroupRequest& AddVpcSubnets(const char* value) { m_vpcSubnetsHasBeenSet = true; m_vpcSubnets.push_back(value); return *this; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline const Aws::Vector& GetTags() const{ return m_tags; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline void SetTags(const Aws::Vector& value) { m_tagsHasBeenSet = true; m_tags = value; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline void SetTags(Aws::Vector&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateGameServerGroupRequest& WithTags(const Aws::Vector& value) { SetTags(value); return *this;} /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateGameServerGroupRequest& WithTags(Aws::Vector&& value) { SetTags(std::move(value)); return *this;} /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateGameServerGroupRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ 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 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 m_vpcSubnets; bool m_vpcSubnetsHasBeenSet; Aws::Vector m_tags; bool m_tagsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws