1504 lines
84 KiB
C++
1504 lines
84 KiB
C++
/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/EC2InstanceType.h>
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#include <aws/gamelift/model/ProtectionPolicy.h>
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#include <aws/gamelift/model/RuntimeConfiguration.h>
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#include <aws/gamelift/model/ResourceCreationLimitPolicy.h>
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#include <aws/gamelift/model/FleetType.h>
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#include <aws/gamelift/model/CertificateConfiguration.h>
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#include <aws/gamelift/model/IpPermission.h>
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#include <aws/gamelift/model/Tag.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API CreateFleetRequest : public GameLiftRequest
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{
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public:
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CreateFleetRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreateFleet"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline CreateFleetRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline CreateFleetRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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/**
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* <p>A descriptive label that is associated with a fleet. Fleet names do not need
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* to be unique.</p>
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*/
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inline CreateFleetRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline const Aws::String& GetDescription() const{ return m_description; }
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; }
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; }
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); }
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); }
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline CreateFleetRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;}
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline CreateFleetRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;}
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/**
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* <p>A human-readable description of a fleet.</p>
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*/
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inline CreateFleetRequest& WithDescription(const char* value) { SetDescription(value); return *this;}
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline const Aws::String& GetBuildId() const{ return m_buildId; }
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; }
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; }
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); }
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); }
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline CreateFleetRequest& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;}
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline CreateFleetRequest& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a build to be deployed on the new fleet. You can use
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* either the build ID or ARN value. The custom game server build must have been
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* successfully uploaded to Amazon GameLift and be in a <code>READY</code> status.
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* This fleet setting cannot be changed once the fleet is created. </p>
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*/
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inline CreateFleetRequest& WithBuildId(const char* value) { SetBuildId(value); return *this;}
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline const Aws::String& GetScriptId() const{ return m_scriptId; }
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; }
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; }
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); }
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); }
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline CreateFleetRequest& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;}
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline CreateFleetRequest& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a Realtime script to be deployed on the new fleet.
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* You can use either the script ID or ARN value. The Realtime script must have
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* been successfully uploaded to Amazon GameLift. This fleet setting cannot be
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* changed once the fleet is created.</p>
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*/
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inline CreateFleetRequest& WithScriptId(const char* value) { SetScriptId(value); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline const Aws::String& GetServerLaunchPath() const{ return m_serverLaunchPath; }
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline bool ServerLaunchPathHasBeenSet() const { return m_serverLaunchPathHasBeenSet; }
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline void SetServerLaunchPath(const Aws::String& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = value; }
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline void SetServerLaunchPath(Aws::String&& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = std::move(value); }
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline void SetServerLaunchPath(const char* value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath.assign(value); }
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline CreateFleetRequest& WithServerLaunchPath(const Aws::String& value) { SetServerLaunchPath(value); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline CreateFleetRequest& WithServerLaunchPath(Aws::String&& value) { SetServerLaunchPath(std::move(value)); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify a server launch path using
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* the <code>RuntimeConfiguration</code> parameter. Requests that specify a server
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* launch path and launch parameters instead of a runtime configuration will
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* continue to work.</p>
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*/
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inline CreateFleetRequest& WithServerLaunchPath(const char* value) { SetServerLaunchPath(value); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline const Aws::String& GetServerLaunchParameters() const{ return m_serverLaunchParameters; }
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline bool ServerLaunchParametersHasBeenSet() const { return m_serverLaunchParametersHasBeenSet; }
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline void SetServerLaunchParameters(const Aws::String& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = value; }
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline void SetServerLaunchParameters(Aws::String&& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = std::move(value); }
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline void SetServerLaunchParameters(const char* value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters.assign(value); }
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline CreateFleetRequest& WithServerLaunchParameters(const Aws::String& value) { SetServerLaunchParameters(value); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline CreateFleetRequest& WithServerLaunchParameters(Aws::String&& value) { SetServerLaunchParameters(std::move(value)); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, specify server launch parameters
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* in the <code>RuntimeConfiguration</code> parameter. (Requests that specify a
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* server launch path and launch parameters instead of a runtime configuration will
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* continue to work.)</p>
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*/
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inline CreateFleetRequest& WithServerLaunchParameters(const char* value) { SetServerLaunchParameters(value); return *this;}
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/**
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* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
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* should store log files once a server process shuts down, use the Amazon GameLift
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* server API <code>ProcessReady()</code> and specify one or more directory paths
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* in <code>logParameters</code>. See more information in the <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
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* API Reference</a>. </p>
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*/
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inline const Aws::Vector<Aws::String>& GetLogPaths() const{ return m_logPaths; }
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/**
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* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
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* should store log files once a server process shuts down, use the Amazon GameLift
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* server API <code>ProcessReady()</code> and specify one or more directory paths
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* in <code>logParameters</code>. See more information in the <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
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* API Reference</a>. </p>
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*/
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inline bool LogPathsHasBeenSet() const { return m_logPathsHasBeenSet; }
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/**
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* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
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* should store log files once a server process shuts down, use the Amazon GameLift
|
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* server API <code>ProcessReady()</code> and specify one or more directory paths
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* in <code>logParameters</code>. See more information in the <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
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* API Reference</a>. </p>
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*/
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inline void SetLogPaths(const Aws::Vector<Aws::String>& value) { m_logPathsHasBeenSet = true; m_logPaths = value; }
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/**
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* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline void SetLogPaths(Aws::Vector<Aws::String>&& value) { m_logPathsHasBeenSet = true; m_logPaths = std::move(value); }
|
|
|
|
/**
|
|
* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithLogPaths(const Aws::Vector<Aws::String>& value) { SetLogPaths(value); return *this;}
|
|
|
|
/**
|
|
* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithLogPaths(Aws::Vector<Aws::String>&& value) { SetLogPaths(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddLogPaths(const Aws::String& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddLogPaths(Aws::String&& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(std::move(value)); return *this; }
|
|
|
|
/**
|
|
* <p>This parameter is no longer used. Instead, to specify where Amazon GameLift
|
|
* should store log files once a server process shuts down, use the Amazon GameLift
|
|
* server API <code>ProcessReady()</code> and specify one or more directory paths
|
|
* in <code>logParameters</code>. See more information in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server
|
|
* API Reference</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddLogPaths(const char* value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; }
|
|
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline const EC2InstanceType& GetEC2InstanceType() const{ return m_eC2InstanceType; }
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline bool EC2InstanceTypeHasBeenSet() const { return m_eC2InstanceTypeHasBeenSet; }
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline void SetEC2InstanceType(const EC2InstanceType& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = value; }
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline void SetEC2InstanceType(EC2InstanceType&& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = std::move(value); }
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;}
|
|
|
|
/**
|
|
* <p>The name of an EC2 instance type that is supported in Amazon GameLift. A
|
|
* fleet instance type determines the computing resources of each instance in the
|
|
* fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift
|
|
* supports the following EC2 instance types. See <a
|
|
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
|
|
* for detailed descriptions.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline const Aws::Vector<IpPermission>& GetEC2InboundPermissions() const{ return m_eC2InboundPermissions; }
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline bool EC2InboundPermissionsHasBeenSet() const { return m_eC2InboundPermissionsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline void SetEC2InboundPermissions(const Aws::Vector<IpPermission>& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions = value; }
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline void SetEC2InboundPermissions(Aws::Vector<IpPermission>&& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions = std::move(value); }
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithEC2InboundPermissions(const Aws::Vector<IpPermission>& value) { SetEC2InboundPermissions(value); return *this;}
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithEC2InboundPermissions(Aws::Vector<IpPermission>&& value) { SetEC2InboundPermissions(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& AddEC2InboundPermissions(const IpPermission& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>Range of IP addresses and port settings that permit inbound traffic to access
|
|
* game sessions that are running on the fleet. For fleets using a custom game
|
|
* build, this parameter is required before game sessions running on the fleet can
|
|
* accept connections. For Realtime Servers fleets, Amazon GameLift automatically
|
|
* sets TCP and UDP ranges for use by the Realtime servers. You can specify
|
|
* multiple permission settings or add more by updating the fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& AddEC2InboundPermissions(IpPermission&& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions.push_back(std::move(value)); return *this; }
|
|
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; }
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; }
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); }
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline CreateFleetRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;}
|
|
|
|
/**
|
|
* <p>A game session protection policy to apply to all instances in this fleet. If
|
|
* this parameter is not set, instances in this fleet default to no protection. You
|
|
* can change a fleet's protection policy using <a>UpdateFleetAttributes</a>, but
|
|
* this change will only affect sessions created after the policy change. You can
|
|
* also set protection for individual instances using <a>UpdateGameSession</a>.</p>
|
|
* <ul> <li> <p> <b>NoProtection</b> - The game session can be terminated during a
|
|
* scale-down event.</p> </li> <li> <p> <b>FullProtection</b> - If the game session
|
|
* is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down
|
|
* event.</p> </li> </ul>
|
|
*/
|
|
inline CreateFleetRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline const RuntimeConfiguration& GetRuntimeConfiguration() const{ return m_runtimeConfiguration; }
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline bool RuntimeConfigurationHasBeenSet() const { return m_runtimeConfigurationHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline void SetRuntimeConfiguration(const RuntimeConfiguration& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = value; }
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline void SetRuntimeConfiguration(RuntimeConfiguration&& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = std::move(value); }
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithRuntimeConfiguration(const RuntimeConfiguration& value) { SetRuntimeConfiguration(value); return *this;}
|
|
|
|
/**
|
|
* <p>Instructions for launching server processes on each instance in the fleet.
|
|
* Server processes run either a custom game build executable or a Realtime script.
|
|
* The runtime configuration defines the server executables or launch script file,
|
|
* launch parameters, and the number of processes to run concurrently on each
|
|
* instance. When creating a fleet, the runtime configuration must have at least
|
|
* one server process configuration; otherwise the request fails with an invalid
|
|
* request exception. (This parameter replaces the parameters
|
|
* <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, although
|
|
* requests that contain values for these parameters instead of a runtime
|
|
* configuration will continue to work.) This parameter is required unless the
|
|
* parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>
|
|
* are defined. Runtime configuration replaced these parameters, but fleets that
|
|
* use them will continue to work. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithRuntimeConfiguration(RuntimeConfiguration&& value) { SetRuntimeConfiguration(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; }
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; }
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); }
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;}
|
|
|
|
/**
|
|
* <p>A policy that limits the number of game sessions an individual player can
|
|
* create over a span of time for this fleet.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline const Aws::Vector<Aws::String>& GetMetricGroups() const{ return m_metricGroups; }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline void SetMetricGroups(const Aws::Vector<Aws::String>& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline void SetMetricGroups(Aws::Vector<Aws::String>&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithMetricGroups(const Aws::Vector<Aws::String>& value) { SetMetricGroups(value); return *this;}
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithMetricGroups(Aws::Vector<Aws::String>&& value) { SetMetricGroups(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; }
|
|
|
|
/**
|
|
* <p>The name of an Amazon CloudWatch metric group to add this fleet to. A metric
|
|
* group aggregates the metrics for all fleets in the group. Specify an existing
|
|
* metric group name, or provide a new name to create a new metric group. A fleet
|
|
* can only be included in one metric group at a time. </p>
|
|
*/
|
|
inline CreateFleetRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
|
|
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline const Aws::String& GetPeerVpcAwsAccountId() const{ return m_peerVpcAwsAccountId; }
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline bool PeerVpcAwsAccountIdHasBeenSet() const { return m_peerVpcAwsAccountIdHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline void SetPeerVpcAwsAccountId(const Aws::String& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = value; }
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline void SetPeerVpcAwsAccountId(Aws::String&& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = std::move(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline void SetPeerVpcAwsAccountId(const char* value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId.assign(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcAwsAccountId(const Aws::String& value) { SetPeerVpcAwsAccountId(value); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcAwsAccountId(Aws::String&& value) { SetPeerVpcAwsAccountId(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for the AWS account with the VPC that you want to peer
|
|
* your Amazon GameLift fleet with. You can find your account ID in the AWS
|
|
* Management Console under account settings. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcAwsAccountId(const char* value) { SetPeerVpcAwsAccountId(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline const Aws::String& GetPeerVpcId() const{ return m_peerVpcId; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a VPC with resources to be accessed by your Amazon
|
|
* GameLift fleet. The VPC must be in the same Region as your fleet. To look up a
|
|
* VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a>
|
|
* in the AWS Management Console. Learn more about VPC peering in <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC
|
|
* Peering with Amazon GameLift Fleets</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline const FleetType& GetFleetType() const{ return m_fleetType; }
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline bool FleetTypeHasBeenSet() const { return m_fleetTypeHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline void SetFleetType(const FleetType& value) { m_fleetTypeHasBeenSet = true; m_fleetType = value; }
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline void SetFleetType(FleetType&& value) { m_fleetTypeHasBeenSet = true; m_fleetType = std::move(value); }
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithFleetType(const FleetType& value) { SetFleetType(value); return *this;}
|
|
|
|
/**
|
|
* <p>Indicates whether to use On-Demand instances or Spot instances for this
|
|
* fleet. If empty, the default is <code>ON_DEMAND</code>. Both categories of
|
|
* instances use identical hardware and configurations based on the instance type
|
|
* selected for this fleet. Learn more about <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot">
|
|
* On-Demand versus Spot Instances</a>. </p>
|
|
*/
|
|
inline CreateFleetRequest& WithFleetType(FleetType&& value) { SetFleetType(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline const Aws::String& GetInstanceRoleArn() const{ return m_instanceRoleArn; }
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline bool InstanceRoleArnHasBeenSet() const { return m_instanceRoleArnHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline void SetInstanceRoleArn(const Aws::String& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = value; }
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline void SetInstanceRoleArn(Aws::String&& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = std::move(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline void SetInstanceRoleArn(const char* value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn.assign(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithInstanceRoleArn(const Aws::String& value) { SetInstanceRoleArn(value); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithInstanceRoleArn(Aws::String&& value) { SetInstanceRoleArn(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for an AWS IAM role that manages access to your AWS
|
|
* services. With an instance role ARN set, any application that runs on an
|
|
* instance in this fleet can assume the role, including install scripts, server
|
|
* processes, and daemons (background processes). Create a role or look up a role's
|
|
* ARN from the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in
|
|
* the AWS Management Console. Learn more about using on-box credentials for your
|
|
* game servers at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
|
|
* Access external resources from a game server</a>.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithInstanceRoleArn(const char* value) { SetInstanceRoleArn(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline const CertificateConfiguration& GetCertificateConfiguration() const{ return m_certificateConfiguration; }
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline bool CertificateConfigurationHasBeenSet() const { return m_certificateConfigurationHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline void SetCertificateConfiguration(const CertificateConfiguration& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = value; }
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline void SetCertificateConfiguration(CertificateConfiguration&& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = std::move(value); }
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline CreateFleetRequest& WithCertificateConfiguration(const CertificateConfiguration& value) { SetCertificateConfiguration(value); return *this;}
|
|
|
|
/**
|
|
* <p>Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
|
|
* certificates are used for encrypting traffic between game clients and game
|
|
* servers running on GameLift. If this parameter is not specified, the default
|
|
* value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
|
|
* created. Learn more at <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing
|
|
* Client/Server Communication</a>. </p> <p>Note: This feature requires the AWS
|
|
* Certificate Manager (ACM) service, which is available in the AWS global
|
|
* partition but not in all other partitions. When working in a partition that does
|
|
* not support this feature, a request for a new fleet with certificate generation
|
|
* results fails with a 4xx unsupported Region error.</p> <p>Valid values include:
|
|
* </p> <ul> <li> <p> <b>GENERATED</b> - Generate a TLS/SSL certificate for this
|
|
* fleet.</p> </li> <li> <p> <b>DISABLED</b> - (default) Do not generate a TLS/SSL
|
|
* certificate for this fleet.</p> </li> </ul>
|
|
*/
|
|
inline CreateFleetRequest& WithCertificateConfiguration(CertificateConfiguration&& value) { SetCertificateConfiguration(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline CreateFleetRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline CreateFleetRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>A list of labels to assign to the new fleet resource. Tags are
|
|
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
|
|
* management, access management and cost allocation. For more information, see <a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
|
|
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
|
|
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
|
|
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
|
|
* may be lower than stated. See the AWS General Reference for actual tagging
|
|
* limits.</p>
|
|
*/
|
|
inline CreateFleetRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
|
|
|
|
private:
|
|
|
|
Aws::String m_name;
|
|
bool m_nameHasBeenSet;
|
|
|
|
Aws::String m_description;
|
|
bool m_descriptionHasBeenSet;
|
|
|
|
Aws::String m_buildId;
|
|
bool m_buildIdHasBeenSet;
|
|
|
|
Aws::String m_scriptId;
|
|
bool m_scriptIdHasBeenSet;
|
|
|
|
Aws::String m_serverLaunchPath;
|
|
bool m_serverLaunchPathHasBeenSet;
|
|
|
|
Aws::String m_serverLaunchParameters;
|
|
bool m_serverLaunchParametersHasBeenSet;
|
|
|
|
Aws::Vector<Aws::String> m_logPaths;
|
|
bool m_logPathsHasBeenSet;
|
|
|
|
EC2InstanceType m_eC2InstanceType;
|
|
bool m_eC2InstanceTypeHasBeenSet;
|
|
|
|
Aws::Vector<IpPermission> m_eC2InboundPermissions;
|
|
bool m_eC2InboundPermissionsHasBeenSet;
|
|
|
|
ProtectionPolicy m_newGameSessionProtectionPolicy;
|
|
bool m_newGameSessionProtectionPolicyHasBeenSet;
|
|
|
|
RuntimeConfiguration m_runtimeConfiguration;
|
|
bool m_runtimeConfigurationHasBeenSet;
|
|
|
|
ResourceCreationLimitPolicy m_resourceCreationLimitPolicy;
|
|
bool m_resourceCreationLimitPolicyHasBeenSet;
|
|
|
|
Aws::Vector<Aws::String> m_metricGroups;
|
|
bool m_metricGroupsHasBeenSet;
|
|
|
|
Aws::String m_peerVpcAwsAccountId;
|
|
bool m_peerVpcAwsAccountIdHasBeenSet;
|
|
|
|
Aws::String m_peerVpcId;
|
|
bool m_peerVpcIdHasBeenSet;
|
|
|
|
FleetType m_fleetType;
|
|
bool m_fleetTypeHasBeenSet;
|
|
|
|
Aws::String m_instanceRoleArn;
|
|
bool m_instanceRoleArnHasBeenSet;
|
|
|
|
CertificateConfiguration m_certificateConfiguration;
|
|
bool m_certificateConfigurationHasBeenSet;
|
|
|
|
Aws::Vector<Tag> m_tags;
|
|
bool m_tagsHasBeenSet;
|
|
};
|
|
|
|
} // namespace Model
|
|
} // namespace GameLift
|
|
} // namespace Aws
|