/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include This data type is part of Amazon GameLift FleetIQ with game server
* groups, which is in preview release and is subject to change. Properties describing a game server group resource. A game server group
* manages certain properties of a corresponding EC2 Auto Scaling group. A
* game server group is created by a successful call to
* CreateGameServerGroup and deleted by calling
* DeleteGameServerGroup. Game server group activity can be temporarily
* suspended and resumed by calling SuspendGameServerGroup and
* ResumeGameServerGroup. See Also:
AWS
* API Reference
A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline GameServerGroup& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline GameServerGroup& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *A developer-defined identifier for the game server group. The name is unique * per Region per AWS account.
*/ inline GameServerGroup& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;} /** *A generated unique ID for the game server group.
*/ inline const Aws::String& GetGameServerGroupArn() const{ return m_gameServerGroupArn; } /** *A generated unique ID for the game server group.
*/ inline bool GameServerGroupArnHasBeenSet() const { return m_gameServerGroupArnHasBeenSet; } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(const Aws::String& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = value; } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(Aws::String&& value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn = std::move(value); } /** *A generated unique ID for the game server group.
*/ inline void SetGameServerGroupArn(const char* value) { m_gameServerGroupArnHasBeenSet = true; m_gameServerGroupArn.assign(value); } /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(const Aws::String& value) { SetGameServerGroupArn(value); return *this;} /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(Aws::String&& value) { SetGameServerGroupArn(std::move(value)); return *this;} /** *A generated unique ID for the game server group.
*/ inline GameServerGroup& WithGameServerGroupArn(const char* value) { SetGameServerGroupArn(value); return *this;} /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline const Aws::String& GetRoleArn() const{ return m_roleArn; } /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline bool RoleArnHasBeenSet() const { return m_roleArnHasBeenSet; } /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline void SetRoleArn(const Aws::String& value) { m_roleArnHasBeenSet = true; m_roleArn = value; } /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline void SetRoleArn(Aws::String&& value) { m_roleArnHasBeenSet = true; m_roleArn = std::move(value); } /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline void SetRoleArn(const char* value) { m_roleArnHasBeenSet = true; m_roleArn.assign(value); } /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline GameServerGroup& WithRoleArn(const Aws::String& value) { SetRoleArn(value); return *this;} /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline GameServerGroup& WithRoleArn(Aws::String&& value) { SetRoleArn(std::move(value)); return *this;} /** *The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling * groups. The submitted role is validated to ensure that it contains the necessary * permissions for game server groups.
*/ inline GameServerGroup& WithRoleArn(const char* value) { SetRoleArn(value); return *this;} /** *The set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline const Aws::VectorThe set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; } /** *The set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline void SetInstanceDefinitions(const Aws::VectorThe set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline void SetInstanceDefinitions(Aws::VectorThe set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline GameServerGroup& WithInstanceDefinitions(const Aws::VectorThe set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline GameServerGroup& WithInstanceDefinitions(Aws::VectorThe set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline GameServerGroup& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; } /** *The set of EC2 instance types that GameLift FleetIQ can use when rebalancing * and autoscaling instances in the group.
*/ inline GameServerGroup& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(value)); return *this; } /** *The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
The fallback balancing method to use for the game server group when Spot * instances in a Region become unavailable or are not viable for game hosting. * Once triggered, this method remains active until Spot instances can once again * be used. Method options include:
SPOT_ONLY -- If Spot instances * are unavailable, the game server group provides no hosting capacity. No new * instances are started, and the existing nonviable Spot instances are terminated * (once current gameplay ends) and not replaced.
SPOT_PREFERRED * -- If Spot instances are unavailable, the game server group continues to provide * hosting capacity by using On-Demand instances. Existing nonviable Spot instances * are terminated (once current gameplay ends) and replaced with new On-Demand * instances.
A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline const GameServerProtectionPolicy& GetGameServerProtectionPolicy() const{ return m_gameServerProtectionPolicy; } /** *A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline bool GameServerProtectionPolicyHasBeenSet() const { return m_gameServerProtectionPolicyHasBeenSet; } /** *A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline void SetGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = value; } /** *A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline void SetGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = std::move(value); } /** *A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline GameServerGroup& WithGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { SetGameServerProtectionPolicy(value); return *this;} /** *A flag that indicates whether instances in the game server group are * protected from early termination. Unprotected instances that have active game * servers running may be terminated during a scale-down event, causing players to * be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server * group deletion (see DeleteGameServerGroup). An exception to this is Spot * Instances, which may be terminated by AWS regardless of protection status.
*/ inline GameServerGroup& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;} /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline const Aws::String& GetAutoScalingGroupArn() const{ return m_autoScalingGroupArn; } /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline bool AutoScalingGroupArnHasBeenSet() const { return m_autoScalingGroupArnHasBeenSet; } /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline void SetAutoScalingGroupArn(const Aws::String& value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn = value; } /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline void SetAutoScalingGroupArn(Aws::String&& value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn = std::move(value); } /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline void SetAutoScalingGroupArn(const char* value) { m_autoScalingGroupArnHasBeenSet = true; m_autoScalingGroupArn.assign(value); } /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(const Aws::String& value) { SetAutoScalingGroupArn(value); return *this;} /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(Aws::String&& value) { SetAutoScalingGroupArn(std::move(value)); return *this;} /** *A generated unique ID for the EC2 Auto Scaling group with is associated with * this game server group.
*/ inline GameServerGroup& WithAutoScalingGroupArn(const char* value) { SetAutoScalingGroupArn(value); return *this;} /** *The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
The current status of the game server group. Possible statuses include:
* NEW - GameLift FleetIQ has validated the
* CreateGameServerGroup() request.
ACTIVATING - * GameLift FleetIQ is setting up a game server group, which includes creating an * autoscaling group in your AWS account.
ACTIVE - The game * server group has been successfully created.
DELETE_SCHEDULED * - A request to delete the game server group has been received.
DELETING - GameLift FleetIQ has received a valid
* DeleteGameServerGroup() request and is processing it. GameLift
* FleetIQ must first complete and release hosts before it deletes the autoscaling
* group and the game server group.
DELETED - The game server * group has been successfully deleted.
ERROR - The asynchronous * processes of activating or deleting a game server group has failed, resulting in * an error state.
Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline const Aws::String& GetStatusReason() const{ return m_statusReason; } /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline bool StatusReasonHasBeenSet() const { return m_statusReasonHasBeenSet; } /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline void SetStatusReason(const Aws::String& value) { m_statusReasonHasBeenSet = true; m_statusReason = value; } /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline void SetStatusReason(Aws::String&& value) { m_statusReasonHasBeenSet = true; m_statusReason = std::move(value); } /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline void SetStatusReason(const char* value) { m_statusReasonHasBeenSet = true; m_statusReason.assign(value); } /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline GameServerGroup& WithStatusReason(const Aws::String& value) { SetStatusReason(value); return *this;} /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline GameServerGroup& WithStatusReason(Aws::String&& value) { SetStatusReason(std::move(value)); return *this;} /** *Additional information about the current game server group status. This * information may provide additional insight on groups that in ERROR status.
*/ inline GameServerGroup& WithStatusReason(const char* value) { SetStatusReason(value); return *this;} /** *A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline bool SuspendedActionsHasBeenSet() const { return m_suspendedActionsHasBeenSet; } /** *A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline void SetSuspendedActions(const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline void SetSuspendedActions(Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& WithSuspendedActions(const Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& WithSuspendedActions(Aws::VectorA list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& AddSuspendedActions(const GameServerGroupAction& value) { m_suspendedActionsHasBeenSet = true; m_suspendedActions.push_back(value); return *this; } /** *A list of activities that are currently suspended for this game server group. * If this property is empty, all activities are occurring.
*/ inline GameServerGroup& AddSuspendedActions(GameServerGroupAction&& value) { m_suspendedActionsHasBeenSet = true; m_suspendedActions.push_back(std::move(value)); return *this; } /** *A 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; } /** *A 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; } /** *A 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; } /** *A 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); } /** *A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline GameServerGroup& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** *A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline GameServerGroup& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} /** *A time stamp indicating when this game server group was last updated.
*/ inline const Aws::Utils::DateTime& GetLastUpdatedTime() const{ return m_lastUpdatedTime; } /** *A time stamp indicating when this game server group was last updated.
*/ inline bool LastUpdatedTimeHasBeenSet() const { return m_lastUpdatedTimeHasBeenSet; } /** *A time stamp indicating when this game server group was last updated.
*/ inline void SetLastUpdatedTime(const Aws::Utils::DateTime& value) { m_lastUpdatedTimeHasBeenSet = true; m_lastUpdatedTime = value; } /** *A time stamp indicating when this game server group was last updated.
*/ inline void SetLastUpdatedTime(Aws::Utils::DateTime&& value) { m_lastUpdatedTimeHasBeenSet = true; m_lastUpdatedTime = std::move(value); } /** *A time stamp indicating when this game server group was last updated.
*/ inline GameServerGroup& WithLastUpdatedTime(const Aws::Utils::DateTime& value) { SetLastUpdatedTime(value); return *this;} /** *A time stamp indicating when this game server group was last updated.
*/ inline GameServerGroup& WithLastUpdatedTime(Aws::Utils::DateTime&& value) { SetLastUpdatedTime(std::move(value)); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet; Aws::String m_gameServerGroupArn; bool m_gameServerGroupArnHasBeenSet; Aws::String m_roleArn; bool m_roleArnHasBeenSet; Aws::Vector