/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Information about the fleet's capacity. Fleet capacity is measured in EC2
* instances. By default, new fleets have a capacity of one instance, but can be
* updated as needed. The maximum number of instances for a fleet is determined by
* the fleet's instance type.
See Also:
AWS
* API Reference
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 FleetCapacity& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet.
*/ inline FleetCapacity& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet.
*/ inline FleetCapacity& WithFleetId(const char* value) { SetFleetId(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 const EC2InstanceType& GetInstanceType() const{ return m_instanceType; } /** *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 InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; } /** *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 SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = 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 SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = 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 FleetCapacity& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(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 FleetCapacity& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;} /** *Current status of fleet capacity.
*/ inline const EC2InstanceCounts& GetInstanceCounts() const{ return m_instanceCounts; } /** *Current status of fleet capacity.
*/ inline bool InstanceCountsHasBeenSet() const { return m_instanceCountsHasBeenSet; } /** *Current status of fleet capacity.
*/ inline void SetInstanceCounts(const EC2InstanceCounts& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = value; } /** *Current status of fleet capacity.
*/ inline void SetInstanceCounts(EC2InstanceCounts&& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = std::move(value); } /** *Current status of fleet capacity.
*/ inline FleetCapacity& WithInstanceCounts(const EC2InstanceCounts& value) { SetInstanceCounts(value); return *this;} /** *Current status of fleet capacity.
*/ inline FleetCapacity& WithInstanceCounts(EC2InstanceCounts&& value) { SetInstanceCounts(std::move(value)); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; EC2InstanceType m_instanceType; bool m_instanceTypeHasBeenSet; EC2InstanceCounts m_instanceCounts; bool m_instanceCountsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws