/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class AWS_GAMELIFT_API UpdateGameServerGroupRequest : public GameLiftRequest { public: UpdateGameServerGroupRequest(); // Service request name is the Operation name which will send this request out, // each operation should has unique request name, so that we can get operation's name from this request. // Note: this is not true for response, multiple operations may have the same response name, // so we can not get operation's name from response. inline virtual const char* GetServiceRequestName() const override { return "UpdateGameServerGroup"; } Aws::String SerializePayload() const override; Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; } /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; } /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; } /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); } /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); } /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline UpdateGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;} /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline UpdateGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;} /** *

The unique identifier of the game server group to update. Use either the * GameServerGroup name or ARN value.

*/ inline UpdateGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(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 UpdateGameServerGroupRequest& 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 UpdateGameServerGroupRequest& 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 UpdateGameServerGroupRequest& WithRoleArn(const char* value) { SetRoleArn(value); return *this;} /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline const Aws::Vector& GetInstanceDefinitions() const{ return m_instanceDefinitions; } /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; } /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline void SetInstanceDefinitions(const Aws::Vector& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = value; } /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline void SetInstanceDefinitions(Aws::Vector&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = std::move(value); } /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline UpdateGameServerGroupRequest& WithInstanceDefinitions(const Aws::Vector& value) { SetInstanceDefinitions(value); return *this;} /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline UpdateGameServerGroupRequest& WithInstanceDefinitions(Aws::Vector&& value) { SetInstanceDefinitions(std::move(value)); return *this;} /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline UpdateGameServerGroupRequest& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; } /** *

An updated list of EC2 instance types to use when creating instances in the * group. The instance definition must specify instance types that are supported by * GameLift FleetIQ, and must include at least two instance types. This updated * list replaces the entire current list of instance definitions for the game * server group. For more information on instance types, see EC2 * Instance Types in the Amazon EC2 User Guide..

*/ inline UpdateGameServerGroupRequest& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ 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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ 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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ 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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ 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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ inline UpdateGameServerGroupRequest& 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 by 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. An exception to this is Spot Instances, which * may be terminated by AWS regardless of protection status. This property is set * to NO_PROTECTION by default.

*/ inline UpdateGameServerGroupRequest& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(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.

*/ inline const BalancingStrategy& GetBalancingStrategy() const{ return m_balancingStrategy; } /** *

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.

*/ inline bool BalancingStrategyHasBeenSet() const { return m_balancingStrategyHasBeenSet; } /** *

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.

*/ inline void SetBalancingStrategy(const BalancingStrategy& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = value; } /** *

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.

*/ inline void SetBalancingStrategy(BalancingStrategy&& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = std::move(value); } /** *

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.

*/ inline UpdateGameServerGroupRequest& WithBalancingStrategy(const BalancingStrategy& value) { SetBalancingStrategy(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.

*/ inline UpdateGameServerGroupRequest& WithBalancingStrategy(BalancingStrategy&& value) { SetBalancingStrategy(std::move(value)); return *this;} private: Aws::String m_gameServerGroupName; bool m_gameServerGroupNameHasBeenSet; Aws::String m_roleArn; bool m_roleArnHasBeenSet; Aws::Vector m_instanceDefinitions; bool m_instanceDefinitionsHasBeenSet; GameServerProtectionPolicy m_gameServerProtectionPolicy; bool m_gameServerProtectionPolicyHasBeenSet; BalancingStrategy m_balancingStrategy; bool m_balancingStrategyHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws