/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

The maximum number of instances allowed based on the Amazon Elastic Compute * Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling * DescribeEC2InstanceLimits.

See Also:

AWS * API Reference

*/ class AWS_GAMELIFT_API EC2InstanceLimit { public: EC2InstanceLimit(); EC2InstanceLimit(Aws::Utils::Json::JsonView jsonValue); EC2InstanceLimit& operator=(Aws::Utils::Json::JsonView jsonValue); Aws::Utils::Json::JsonValue Jsonize() const; /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline const EC2InstanceType& GetEC2InstanceType() const{ return m_eC2InstanceType; } /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline bool EC2InstanceTypeHasBeenSet() const { return m_eC2InstanceTypeHasBeenSet; } /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline void SetEC2InstanceType(const EC2InstanceType& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = value; } /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline void SetEC2InstanceType(EC2InstanceType&& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = std::move(value); } /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline EC2InstanceLimit& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;} /** *

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet * instance type determines the computing resources of each instance in the fleet, * including CPU, memory, storage, and networking capacity. Amazon GameLift * supports the following EC2 instance types. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline EC2InstanceLimit& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;} /** *

Number of instances of the specified type that are currently in use by this * AWS account.

*/ inline int GetCurrentInstances() const{ return m_currentInstances; } /** *

Number of instances of the specified type that are currently in use by this * AWS account.

*/ inline bool CurrentInstancesHasBeenSet() const { return m_currentInstancesHasBeenSet; } /** *

Number of instances of the specified type that are currently in use by this * AWS account.

*/ inline void SetCurrentInstances(int value) { m_currentInstancesHasBeenSet = true; m_currentInstances = value; } /** *

Number of instances of the specified type that are currently in use by this * AWS account.

*/ inline EC2InstanceLimit& WithCurrentInstances(int value) { SetCurrentInstances(value); return *this;} /** *

Number of instances allowed.

*/ inline int GetInstanceLimit() const{ return m_instanceLimit; } /** *

Number of instances allowed.

*/ inline bool InstanceLimitHasBeenSet() const { return m_instanceLimitHasBeenSet; } /** *

Number of instances allowed.

*/ inline void SetInstanceLimit(int value) { m_instanceLimitHasBeenSet = true; m_instanceLimit = value; } /** *

Number of instances allowed.

*/ inline EC2InstanceLimit& WithInstanceLimit(int value) { SetInstanceLimit(value); return *this;} private: EC2InstanceType m_eC2InstanceType; bool m_eC2InstanceTypeHasBeenSet; int m_currentInstances; bool m_currentInstancesHasBeenSet; int m_instanceLimit; bool m_instanceLimitHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws