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