/** * 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 #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

General properties describing a fleet.

See Also:

AWS * API Reference

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

A unique identifier for a fleet.

*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *

A unique identifier for a fleet.

*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *

A unique identifier for a fleet.

*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *

A unique identifier for a fleet.

*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *

A unique identifier for a fleet.

*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *

A unique identifier for a fleet.

*/ inline FleetAttributes& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *

A unique identifier for a fleet.

*/ inline FleetAttributes& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *

A unique identifier for a fleet.

*/ inline FleetAttributes& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline const Aws::String& GetFleetArn() const{ return m_fleetArn; } /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; } /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); } /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline FleetAttributes& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline FleetAttributes& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs * are unique across all Regions. In a GameLift fleet ARN, the resource ID matches * the FleetId value.

*/ inline FleetAttributes& WithFleetArn(const char* value) { SetFleetArn(value); return *this;} /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline const FleetType& GetFleetType() const{ return m_fleetType; } /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline bool FleetTypeHasBeenSet() const { return m_fleetTypeHasBeenSet; } /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline void SetFleetType(const FleetType& value) { m_fleetTypeHasBeenSet = true; m_fleetType = value; } /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline void SetFleetType(FleetType&& value) { m_fleetTypeHasBeenSet = true; m_fleetType = std::move(value); } /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline FleetAttributes& WithFleetType(const FleetType& value) { SetFleetType(value); return *this;} /** *

Indicates whether the fleet uses on-demand or spot instances. A spot instance * in use may be interrupted with a two-minute notification.

*/ inline FleetAttributes& WithFleetType(FleetType&& value) { SetFleetType(std::move(value)); return *this;} /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline const EC2InstanceType& GetInstanceType() const{ return m_instanceType; } /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; } /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline void SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; } /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline void SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); } /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline FleetAttributes& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(value); return *this;} /** *

EC2 instance type indicating the computing resources of each instance in the * fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types * for detailed descriptions.

*/ inline FleetAttributes& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;} /** *

Human-readable description of the fleet.

*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *

Human-readable description of the fleet.

*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *

Human-readable description of the fleet.

*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *

Human-readable description of the fleet.

*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *

Human-readable description of the fleet.

*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *

Human-readable description of the fleet.

*/ inline FleetAttributes& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *

Human-readable description of the fleet.

*/ inline FleetAttributes& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *

Human-readable description of the fleet.

*/ inline FleetAttributes& WithDescription(const char* value) { SetDescription(value); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline FleetAttributes& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline FleetAttributes& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.

*/ inline FleetAttributes& WithName(const char* value) { SetName(value); return *this;} /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline FleetAttributes& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** *

Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").

*/ inline FleetAttributes& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); } /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline FleetAttributes& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;} /** *

Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline FleetAttributes& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;} /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline const FleetStatus& GetStatus() const{ return m_status; } /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline void SetStatus(const FleetStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline void SetStatus(FleetStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline FleetAttributes& WithStatus(const FleetStatus& value) { SetStatus(value); return *this;} /** *

Current status of the fleet.

Possible fleet statuses include the * following:

  • NEW -- A new fleet has been defined and * desired instances is set to 1.

  • * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting * up the new fleet, creating new instances with the game build or Realtime script * and starting server processes.

  • ACTIVE -- Hosts can now * accept game sessions.

  • ERROR -- An error occurred when * downloading, validating, building, or activating the fleet.

  • * DELETING -- Hosts are responding to a delete fleet request.

  • *
  • TERMINATED -- The fleet no longer exists.

*/ inline FleetAttributes& WithStatus(FleetStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

A unique identifier for a build.

*/ inline const Aws::String& GetBuildId() const{ return m_buildId; } /** *

A unique identifier for a build.

*/ inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; } /** *

A unique identifier for a build.

*/ inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; } /** *

A unique identifier for a build.

*/ inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); } /** *

A unique identifier for a build.

*/ inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); } /** *

A unique identifier for a build.

*/ inline FleetAttributes& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;} /** *

A unique identifier for a build.

*/ inline FleetAttributes& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;} /** *

A unique identifier for a build.

*/ inline FleetAttributes& WithBuildId(const char* value) { SetBuildId(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline const Aws::String& GetBuildArn() const{ return m_buildArn; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline bool BuildArnHasBeenSet() const { return m_buildArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline void SetBuildArn(const Aws::String& value) { m_buildArnHasBeenSet = true; m_buildArn = value; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline void SetBuildArn(Aws::String&& value) { m_buildArnHasBeenSet = true; m_buildArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline void SetBuildArn(const char* value) { m_buildArnHasBeenSet = true; m_buildArn.assign(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline FleetAttributes& WithBuildArn(const Aws::String& value) { SetBuildArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline FleetAttributes& WithBuildArn(Aws::String&& value) { SetBuildArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift build resource that is deployed on instances in * this fleet. In a GameLift build ARN, the resource ID matches the BuildId * value.

*/ inline FleetAttributes& WithBuildArn(const char* value) { SetBuildArn(value); return *this;} /** *

A unique identifier for a Realtime script.

*/ inline const Aws::String& GetScriptId() const{ return m_scriptId; } /** *

A unique identifier for a Realtime script.

*/ inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; } /** *

A unique identifier for a Realtime script.

*/ inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; } /** *

A unique identifier for a Realtime script.

*/ inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); } /** *

A unique identifier for a Realtime script.

*/ inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); } /** *

A unique identifier for a Realtime script.

*/ inline FleetAttributes& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;} /** *

A unique identifier for a Realtime script.

*/ inline FleetAttributes& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;} /** *

A unique identifier for a Realtime script.

*/ inline FleetAttributes& WithScriptId(const char* value) { SetScriptId(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline const Aws::String& GetScriptArn() const{ return m_scriptArn; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline bool ScriptArnHasBeenSet() const { return m_scriptArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline void SetScriptArn(const Aws::String& value) { m_scriptArnHasBeenSet = true; m_scriptArn = value; } /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline void SetScriptArn(Aws::String&& value) { m_scriptArnHasBeenSet = true; m_scriptArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline void SetScriptArn(const char* value) { m_scriptArnHasBeenSet = true; m_scriptArn.assign(value); } /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline FleetAttributes& WithScriptArn(const Aws::String& value) { SetScriptArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline FleetAttributes& WithScriptArn(Aws::String&& value) { SetScriptArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * associated with the GameLift script resource that is deployed on instances in * this fleet. In a GameLift script ARN, the resource ID matches the * ScriptId value.

*/ inline FleetAttributes& WithScriptArn(const char* value) { SetScriptArn(value); return *this;} /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline const Aws::String& GetServerLaunchPath() const{ return m_serverLaunchPath; } /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline bool ServerLaunchPathHasBeenSet() const { return m_serverLaunchPathHasBeenSet; } /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline void SetServerLaunchPath(const Aws::String& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = value; } /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline void SetServerLaunchPath(Aws::String&& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = std::move(value); } /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline void SetServerLaunchPath(const char* value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath.assign(value); } /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchPath(const Aws::String& value) { SetServerLaunchPath(value); return *this;} /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchPath(Aws::String&& value) { SetServerLaunchPath(std::move(value)); return *this;} /** *

Path to a game server executable in the fleet's build, specified for fleets * created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for * fleets created after this date are specified in the fleet's * RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchPath(const char* value) { SetServerLaunchPath(value); return *this;} /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline const Aws::String& GetServerLaunchParameters() const{ return m_serverLaunchParameters; } /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline bool ServerLaunchParametersHasBeenSet() const { return m_serverLaunchParametersHasBeenSet; } /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline void SetServerLaunchParameters(const Aws::String& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = value; } /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline void SetServerLaunchParameters(Aws::String&& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = std::move(value); } /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline void SetServerLaunchParameters(const char* value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters.assign(value); } /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchParameters(const Aws::String& value) { SetServerLaunchParameters(value); return *this;} /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchParameters(Aws::String&& value) { SetServerLaunchParameters(std::move(value)); return *this;} /** *

Game server launch parameters specified for fleets created before 2016-08-04 * (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this * date are specified in the fleet's RuntimeConfiguration.

*/ inline FleetAttributes& WithServerLaunchParameters(const char* value) { SetServerLaunchParameters(value); return *this;} /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline const Aws::Vector& GetLogPaths() const{ return m_logPaths; } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline bool LogPathsHasBeenSet() const { return m_logPathsHasBeenSet; } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline void SetLogPaths(const Aws::Vector& value) { m_logPathsHasBeenSet = true; m_logPaths = value; } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline void SetLogPaths(Aws::Vector&& value) { m_logPathsHasBeenSet = true; m_logPaths = std::move(value); } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline FleetAttributes& WithLogPaths(const Aws::Vector& value) { SetLogPaths(value); return *this;} /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline FleetAttributes& WithLogPaths(Aws::Vector&& value) { SetLogPaths(std::move(value)); return *this;} /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline FleetAttributes& AddLogPaths(const Aws::String& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline FleetAttributes& AddLogPaths(Aws::String&& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(std::move(value)); return *this; } /** *

Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs are in * addition to game session logs; see more on game session logs in the Amazon * GameLift Developer Guide. If no default log path for a fleet is specified, * Amazon GameLift automatically uploads logs that are stored on each instance at * C:\game\logs (for Windows) or /local/game/logs (for * Linux). Use the Amazon GameLift console to access stored logs.

*/ inline FleetAttributes& AddLogPaths(const char* value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; } /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; } /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; } /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; } /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); } /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline FleetAttributes& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;} /** *

The type of game session protection to set for all new instances started in * the fleet.

  • NoProtection -- The game session can be * terminated during a scale-down event.

  • FullProtection * -- If the game session is in an ACTIVE status, it cannot be * terminated during a scale-down event.

*/ inline FleetAttributes& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;} /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline FleetAttributes& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *

Operating system of the fleet's computing resources. A fleet's operating * system depends on the OS specified for the build that is deployed on this * fleet.

*/ inline FleetAttributes& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline FleetAttributes& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} /** *

Fleet policy to limit the number of game sessions an individual player can * create over a span of time.

*/ inline FleetAttributes& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline const Aws::Vector& GetMetricGroups() const{ return m_metricGroups; } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline void SetMetricGroups(const Aws::Vector& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline void SetMetricGroups(Aws::Vector&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline FleetAttributes& WithMetricGroups(const Aws::Vector& value) { SetMetricGroups(value); return *this;} /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline FleetAttributes& WithMetricGroups(Aws::Vector&& value) { SetMetricGroups(std::move(value)); return *this;} /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline FleetAttributes& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline FleetAttributes& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } /** *

Names of metric groups that this fleet is included in. In Amazon CloudWatch, * you can view metrics for an individual fleet or aggregated metrics for fleets * that are in a fleet metric group. A fleet can be included in only one metric * group at a time.

*/ inline FleetAttributes& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline const Aws::Vector& GetStoppedActions() const{ return m_stoppedActions; } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline bool StoppedActionsHasBeenSet() const { return m_stoppedActionsHasBeenSet; } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline void SetStoppedActions(const Aws::Vector& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = value; } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline void SetStoppedActions(Aws::Vector&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = std::move(value); } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline FleetAttributes& WithStoppedActions(const Aws::Vector& value) { SetStoppedActions(value); return *this;} /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline FleetAttributes& WithStoppedActions(Aws::Vector&& value) { SetStoppedActions(std::move(value)); return *this;} /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline FleetAttributes& AddStoppedActions(const FleetAction& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(value); return *this; } /** *

List of fleet actions that have been suspended using StopFleetActions. * This includes auto-scaling.

*/ inline FleetAttributes& AddStoppedActions(FleetAction&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(std::move(value)); return *this; } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline const Aws::String& GetInstanceRoleArn() const{ return m_instanceRoleArn; } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline bool InstanceRoleArnHasBeenSet() const { return m_instanceRoleArnHasBeenSet; } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline void SetInstanceRoleArn(const Aws::String& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = value; } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline void SetInstanceRoleArn(Aws::String&& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = std::move(value); } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline void SetInstanceRoleArn(const char* value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn.assign(value); } /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline FleetAttributes& WithInstanceRoleArn(const Aws::String& value) { SetInstanceRoleArn(value); return *this;} /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline FleetAttributes& WithInstanceRoleArn(Aws::String&& value) { SetInstanceRoleArn(std::move(value)); return *this;} /** *

A unique identifier for an AWS IAM role that manages access to your AWS * services. With an instance role ARN set, any application that runs on an * instance in this fleet can assume the role, including install scripts, server * processes, and daemons (background processes). Create a role or look up a role's * ARN from the IAM dashboard in * the AWS Management Console. Learn more about using on-box credentials for your * game servers at * Access external resources from a game server.

*/ inline FleetAttributes& WithInstanceRoleArn(const char* value) { SetInstanceRoleArn(value); return *this;} /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline const CertificateConfiguration& GetCertificateConfiguration() const{ return m_certificateConfiguration; } /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline bool CertificateConfigurationHasBeenSet() const { return m_certificateConfigurationHasBeenSet; } /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline void SetCertificateConfiguration(const CertificateConfiguration& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = value; } /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline void SetCertificateConfiguration(CertificateConfiguration&& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = std::move(value); } /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline FleetAttributes& WithCertificateConfiguration(const CertificateConfiguration& value) { SetCertificateConfiguration(value); return *this;} /** *

Indicates whether a TLS/SSL certificate was generated for the fleet.

*/ inline FleetAttributes& WithCertificateConfiguration(CertificateConfiguration&& value) { SetCertificateConfiguration(std::move(value)); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; Aws::String m_fleetArn; bool m_fleetArnHasBeenSet; FleetType m_fleetType; bool m_fleetTypeHasBeenSet; EC2InstanceType m_instanceType; bool m_instanceTypeHasBeenSet; Aws::String m_description; bool m_descriptionHasBeenSet; Aws::String m_name; bool m_nameHasBeenSet; Aws::Utils::DateTime m_creationTime; bool m_creationTimeHasBeenSet; Aws::Utils::DateTime m_terminationTime; bool m_terminationTimeHasBeenSet; FleetStatus m_status; bool m_statusHasBeenSet; Aws::String m_buildId; bool m_buildIdHasBeenSet; Aws::String m_buildArn; bool m_buildArnHasBeenSet; Aws::String m_scriptId; bool m_scriptIdHasBeenSet; Aws::String m_scriptArn; bool m_scriptArnHasBeenSet; Aws::String m_serverLaunchPath; bool m_serverLaunchPathHasBeenSet; Aws::String m_serverLaunchParameters; bool m_serverLaunchParametersHasBeenSet; Aws::Vector m_logPaths; bool m_logPathsHasBeenSet; ProtectionPolicy m_newGameSessionProtectionPolicy; bool m_newGameSessionProtectionPolicyHasBeenSet; OperatingSystem m_operatingSystem; bool m_operatingSystemHasBeenSet; ResourceCreationLimitPolicy m_resourceCreationLimitPolicy; bool m_resourceCreationLimitPolicyHasBeenSet; Aws::Vector m_metricGroups; bool m_metricGroupsHasBeenSet; Aws::Vector m_stoppedActions; bool m_stoppedActionsHasBeenSet; Aws::String m_instanceRoleArn; bool m_instanceRoleArnHasBeenSet; CertificateConfiguration m_certificateConfiguration; bool m_certificateConfigurationHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws