/**
* 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. Configuration settings for intelligent autoscaling that uses target tracking.
* An autoscaling policy can be specified when a new game server group is created
* with CreateGameServerGroup. If a group has an autoscaling policy, the
* Auto Scaling group takes action based on this policy, in addition to (and
* potentially in conflict with) any other autoscaling policies that are separately
* applied to the Auto Scaling group. See Also:
AWS
* API Reference
Length of time, in seconds, it takes for a new instance to start new game * server processes and register with GameLift FleetIQ. Specifying a warm-up time * can be useful, particularly with game servers that take a long time to start up, * because it avoids prematurely starting new instances
*/ inline int GetEstimatedInstanceWarmup() const{ return m_estimatedInstanceWarmup; } /** *Length of time, in seconds, it takes for a new instance to start new game * server processes and register with GameLift FleetIQ. Specifying a warm-up time * can be useful, particularly with game servers that take a long time to start up, * because it avoids prematurely starting new instances
*/ inline bool EstimatedInstanceWarmupHasBeenSet() const { return m_estimatedInstanceWarmupHasBeenSet; } /** *Length of time, in seconds, it takes for a new instance to start new game * server processes and register with GameLift FleetIQ. Specifying a warm-up time * can be useful, particularly with game servers that take a long time to start up, * because it avoids prematurely starting new instances
*/ inline void SetEstimatedInstanceWarmup(int value) { m_estimatedInstanceWarmupHasBeenSet = true; m_estimatedInstanceWarmup = value; } /** *Length of time, in seconds, it takes for a new instance to start new game * server processes and register with GameLift FleetIQ. Specifying a warm-up time * can be useful, particularly with game servers that take a long time to start up, * because it avoids prematurely starting new instances
*/ inline GameServerGroupAutoScalingPolicy& WithEstimatedInstanceWarmup(int value) { SetEstimatedInstanceWarmup(value); return *this;} /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline const TargetTrackingConfiguration& GetTargetTrackingConfiguration() const{ return m_targetTrackingConfiguration; } /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline bool TargetTrackingConfigurationHasBeenSet() const { return m_targetTrackingConfigurationHasBeenSet; } /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline void SetTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = value; } /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline void SetTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = std::move(value); } /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { SetTargetTrackingConfiguration(value); return *this;} /** *Settings for a target-based scaling policy applied to Auto Scaling group. * These settings are used to create a target-based policy that tracks the GameLift * FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the * metric. As player usage changes, the policy triggers to adjust the game server * group capacity so that the metric returns to the target value.
*/ inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { SetTargetTrackingConfiguration(std::move(value)); return *this;} private: int m_estimatedInstanceWarmup; bool m_estimatedInstanceWarmupHasBeenSet; TargetTrackingConfiguration m_targetTrackingConfiguration; bool m_targetTrackingConfigurationHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws