/** * 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 { /** *

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

*/ class AWS_GAMELIFT_API GameServerGroupAutoScalingPolicy { public: GameServerGroupAutoScalingPolicy(); GameServerGroupAutoScalingPolicy(Aws::Utils::Json::JsonView jsonValue); GameServerGroupAutoScalingPolicy& operator=(Aws::Utils::Json::JsonView jsonValue); Aws::Utils::Json::JsonValue Jsonize() const; /** *

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