/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline const Aws::String& GetFleetId() const{ return m_fleetId; } /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; } /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; } /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); } /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); } /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline UpdateFleetAttributesRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;} /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline UpdateFleetAttributesRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;} /** *A unique identifier for a fleet to update attribute metadata for. You can use * either the fleet ID or ARN value.
*/ inline UpdateFleetAttributesRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline UpdateFleetAttributesRequest& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline UpdateFleetAttributesRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with a fleet. Fleet names do not need * to be unique.
*/ inline UpdateFleetAttributesRequest& WithName(const char* value) { SetName(value); return *this;} /** *Human-readable description of a fleet.
*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *Human-readable description of a fleet.
*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *Human-readable description of a fleet.
*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *Human-readable description of a fleet.
*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *Human-readable description of a fleet.
*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *Human-readable description of a fleet.
*/ inline UpdateFleetAttributesRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *Human-readable description of a fleet.
*/ inline UpdateFleetAttributesRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *Human-readable description of a fleet.
*/ inline UpdateFleetAttributesRequest& WithDescription(const char* value) { SetDescription(value); return *this;} /** *Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Game session protection policy to apply to all new instances created in this * fleet. Instances that already exist are not affected. You can set protection for * individual instances using UpdateGameSession.
* NoProtection -- The game session can be terminated during a scale-down * event.
FullProtection -- If the game session is in an
* ACTIVE status, it cannot be terminated during a scale-down
* event.
Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } /** *Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } /** *Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } /** *Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } /** *Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} /** *Policy that limits the number of game sessions an individual player can * create over a span of time.
*/ inline UpdateFleetAttributesRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} /** *Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline const Aws::VectorNames of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } /** *Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline void SetMetricGroups(const Aws::VectorNames of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline void SetMetricGroups(Aws::VectorNames of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline UpdateFleetAttributesRequest& WithMetricGroups(const Aws::VectorNames of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline UpdateFleetAttributesRequest& WithMetricGroups(Aws::VectorNames of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } /** *Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline UpdateFleetAttributesRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } /** *Names of metric groups to include this fleet in. Amazon CloudWatch uses a * fleet metric group is to aggregate metrics from multiple fleets. Use an existing * metric group name to add this fleet to the group. Or use a new name to create a * new metric group. A fleet can only be included in one metric group at a * time.
*/ inline UpdateFleetAttributesRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } private: Aws::String m_fleetId; bool m_fleetIdHasBeenSet; Aws::String m_name; bool m_nameHasBeenSet; Aws::String m_description; bool m_descriptionHasBeenSet; ProtectionPolicy m_newGameSessionProtectionPolicy; bool m_newGameSessionProtectionPolicyHasBeenSet; ResourceCreationLimitPolicy m_resourceCreationLimitPolicy; bool m_resourceCreationLimitPolicyHasBeenSet; Aws::Vector