/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Current status of fleet utilization, including the number of game and player
* sessions being hosted.
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 FleetUtilization& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet.
*/ inline FleetUtilization& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet.
*/ inline FleetUtilization& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *Number of server processes in an ACTIVE status currently running
* across all instances in the fleet
Number of server processes in an ACTIVE status currently running
* across all instances in the fleet
Number of server processes in an ACTIVE status currently running
* across all instances in the fleet
Number of server processes in an ACTIVE status currently running
* across all instances in the fleet
Number of active game sessions currently being hosted on all instances in the * fleet.
*/ inline int GetActiveGameSessionCount() const{ return m_activeGameSessionCount; } /** *Number of active game sessions currently being hosted on all instances in the * fleet.
*/ inline bool ActiveGameSessionCountHasBeenSet() const { return m_activeGameSessionCountHasBeenSet; } /** *Number of active game sessions currently being hosted on all instances in the * fleet.
*/ inline void SetActiveGameSessionCount(int value) { m_activeGameSessionCountHasBeenSet = true; m_activeGameSessionCount = value; } /** *Number of active game sessions currently being hosted on all instances in the * fleet.
*/ inline FleetUtilization& WithActiveGameSessionCount(int value) { SetActiveGameSessionCount(value); return *this;} /** *Number of active player sessions currently being hosted on all instances in * the fleet.
*/ inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; } /** *Number of active player sessions currently being hosted on all instances in * the fleet.
*/ inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; } /** *Number of active player sessions currently being hosted on all instances in * the fleet.
*/ inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; } /** *Number of active player sessions currently being hosted on all instances in * the fleet.
*/ inline FleetUtilization& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;} /** *The maximum number of players allowed across all game sessions currently * being hosted on all instances in the fleet.
*/ inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; } /** *The maximum number of players allowed across all game sessions currently * being hosted on all instances in the fleet.
*/ inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; } /** *The maximum number of players allowed across all game sessions currently * being hosted on all instances in the fleet.
*/ inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; } /** *The maximum number of players allowed across all game sessions currently * being hosted on all instances in the fleet.
*/ inline FleetUtilization& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;} private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; int m_activeServerProcessCount; bool m_activeServerProcessCountHasBeenSet; int m_activeGameSessionCount; bool m_activeGameSessionCountHasBeenSet; int m_currentPlayerSessionCount; bool m_currentPlayerSessionCountHasBeenSet; int m_maximumPlayerSessionCount; bool m_maximumPlayerSessionCountHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws