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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/EC2InstanceCounts.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Current status of fleet capacity. The number of active instances should match
* or be in the process of matching the number of desired instances. Pending and
* terminating counts are non-zero only if fleet capacity is adjusting to an
* <a>UpdateFleetCapacity</a> request, or if access to resources is temporarily
* affected.</p> <ul> <li> <p> <a>CreateFleet</a> </p> </li> <li> <p>
* <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>UpdateFleetAttributes</a>
* </p> </li> <li> <p> <a>StartFleetActions</a> or <a>StopFleetActions</a> </p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API EC2InstanceCounts
{
public:
EC2InstanceCounts();
EC2InstanceCounts(Aws::Utils::Json::JsonView jsonValue);
EC2InstanceCounts& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>Ideal number of active instances in the fleet.</p>
*/
inline int GetDESIRED() const{ return m_dESIRED; }
/**
* <p>Ideal number of active instances in the fleet.</p>
*/
inline bool DESIREDHasBeenSet() const { return m_dESIREDHasBeenSet; }
/**
* <p>Ideal number of active instances in the fleet.</p>
*/
inline void SetDESIRED(int value) { m_dESIREDHasBeenSet = true; m_dESIRED = value; }
/**
* <p>Ideal number of active instances in the fleet.</p>
*/
inline EC2InstanceCounts& WithDESIRED(int value) { SetDESIRED(value); return *this;}
/**
* <p>The minimum value allowed for the fleet's instance count.</p>
*/
inline int GetMINIMUM() const{ return m_mINIMUM; }
/**
* <p>The minimum value allowed for the fleet's instance count.</p>
*/
inline bool MINIMUMHasBeenSet() const { return m_mINIMUMHasBeenSet; }
/**
* <p>The minimum value allowed for the fleet's instance count.</p>
*/
inline void SetMINIMUM(int value) { m_mINIMUMHasBeenSet = true; m_mINIMUM = value; }
/**
* <p>The minimum value allowed for the fleet's instance count.</p>
*/
inline EC2InstanceCounts& WithMINIMUM(int value) { SetMINIMUM(value); return *this;}
/**
* <p>The maximum value allowed for the fleet's instance count.</p>
*/
inline int GetMAXIMUM() const{ return m_mAXIMUM; }
/**
* <p>The maximum value allowed for the fleet's instance count.</p>
*/
inline bool MAXIMUMHasBeenSet() const { return m_mAXIMUMHasBeenSet; }
/**
* <p>The maximum value allowed for the fleet's instance count.</p>
*/
inline void SetMAXIMUM(int value) { m_mAXIMUMHasBeenSet = true; m_mAXIMUM = value; }
/**
* <p>The maximum value allowed for the fleet's instance count.</p>
*/
inline EC2InstanceCounts& WithMAXIMUM(int value) { SetMAXIMUM(value); return *this;}
/**
* <p>Number of instances in the fleet that are starting but not yet active.</p>
*/
inline int GetPENDING() const{ return m_pENDING; }
/**
* <p>Number of instances in the fleet that are starting but not yet active.</p>
*/
inline bool PENDINGHasBeenSet() const { return m_pENDINGHasBeenSet; }
/**
* <p>Number of instances in the fleet that are starting but not yet active.</p>
*/
inline void SetPENDING(int value) { m_pENDINGHasBeenSet = true; m_pENDING = value; }
/**
* <p>Number of instances in the fleet that are starting but not yet active.</p>
*/
inline EC2InstanceCounts& WithPENDING(int value) { SetPENDING(value); return *this;}
/**
* <p>Actual number of active instances in the fleet.</p>
*/
inline int GetACTIVE() const{ return m_aCTIVE; }
/**
* <p>Actual number of active instances in the fleet.</p>
*/
inline bool ACTIVEHasBeenSet() const { return m_aCTIVEHasBeenSet; }
/**
* <p>Actual number of active instances in the fleet.</p>
*/
inline void SetACTIVE(int value) { m_aCTIVEHasBeenSet = true; m_aCTIVE = value; }
/**
* <p>Actual number of active instances in the fleet.</p>
*/
inline EC2InstanceCounts& WithACTIVE(int value) { SetACTIVE(value); return *this;}
/**
* <p>Number of active instances in the fleet that are not currently hosting a game
* session.</p>
*/
inline int GetIDLE() const{ return m_iDLE; }
/**
* <p>Number of active instances in the fleet that are not currently hosting a game
* session.</p>
*/
inline bool IDLEHasBeenSet() const { return m_iDLEHasBeenSet; }
/**
* <p>Number of active instances in the fleet that are not currently hosting a game
* session.</p>
*/
inline void SetIDLE(int value) { m_iDLEHasBeenSet = true; m_iDLE = value; }
/**
* <p>Number of active instances in the fleet that are not currently hosting a game
* session.</p>
*/
inline EC2InstanceCounts& WithIDLE(int value) { SetIDLE(value); return *this;}
/**
* <p>Number of instances in the fleet that are no longer active but haven't yet
* been terminated.</p>
*/
inline int GetTERMINATING() const{ return m_tERMINATING; }
/**
* <p>Number of instances in the fleet that are no longer active but haven't yet
* been terminated.</p>
*/
inline bool TERMINATINGHasBeenSet() const { return m_tERMINATINGHasBeenSet; }
/**
* <p>Number of instances in the fleet that are no longer active but haven't yet
* been terminated.</p>
*/
inline void SetTERMINATING(int value) { m_tERMINATINGHasBeenSet = true; m_tERMINATING = value; }
/**
* <p>Number of instances in the fleet that are no longer active but haven't yet
* been terminated.</p>
*/
inline EC2InstanceCounts& WithTERMINATING(int value) { SetTERMINATING(value); return *this;}
private:
int m_dESIRED;
bool m_dESIREDHasBeenSet;
int m_mINIMUM;
bool m_mINIMUMHasBeenSet;
int m_mAXIMUM;
bool m_mAXIMUMHasBeenSet;
int m_pENDING;
bool m_pENDINGHasBeenSet;
int m_aCTIVE;
bool m_aCTIVEHasBeenSet;
int m_iDLE;
bool m_iDLEHasBeenSet;
int m_tERMINATING;
bool m_tERMINATINGHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws