/** * 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 { /** *

Current status of fleet utilization, including the number of game and player * sessions being hosted.

See Also:

AWS * API Reference

*/ class AWS_GAMELIFT_API FleetUtilization { public: FleetUtilization(); FleetUtilization(Aws::Utils::Json::JsonView jsonValue); FleetUtilization& 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 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

*/ inline int GetActiveServerProcessCount() const{ return m_activeServerProcessCount; } /** *

Number of server processes in an ACTIVE status currently running * across all instances in the fleet

*/ inline bool ActiveServerProcessCountHasBeenSet() const { return m_activeServerProcessCountHasBeenSet; } /** *

Number of server processes in an ACTIVE status currently running * across all instances in the fleet

*/ inline void SetActiveServerProcessCount(int value) { m_activeServerProcessCountHasBeenSet = true; m_activeServerProcessCount = value; } /** *

Number of server processes in an ACTIVE status currently running * across all instances in the fleet

*/ inline FleetUtilization& WithActiveServerProcessCount(int value) { SetActiveServerProcessCount(value); return *this;} /** *

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