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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/EC2InstanceLimit.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>
#include <aws/gamelift/model/EC2InstanceType.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>The maximum number of instances allowed based on the Amazon Elastic Compute
* Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling
* <a>DescribeEC2InstanceLimits</a>.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API EC2InstanceLimit
{
public:
EC2InstanceLimit();
EC2InstanceLimit(Aws::Utils::Json::JsonView jsonValue);
EC2InstanceLimit& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>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>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>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>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>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 EC2InstanceLimit& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;}
/**
* <p>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 EC2InstanceLimit& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;}
/**
* <p>Number of instances of the specified type that are currently in use by this
* AWS account.</p>
*/
inline int GetCurrentInstances() const{ return m_currentInstances; }
/**
* <p>Number of instances of the specified type that are currently in use by this
* AWS account.</p>
*/
inline bool CurrentInstancesHasBeenSet() const { return m_currentInstancesHasBeenSet; }
/**
* <p>Number of instances of the specified type that are currently in use by this
* AWS account.</p>
*/
inline void SetCurrentInstances(int value) { m_currentInstancesHasBeenSet = true; m_currentInstances = value; }
/**
* <p>Number of instances of the specified type that are currently in use by this
* AWS account.</p>
*/
inline EC2InstanceLimit& WithCurrentInstances(int value) { SetCurrentInstances(value); return *this;}
/**
* <p>Number of instances allowed.</p>
*/
inline int GetInstanceLimit() const{ return m_instanceLimit; }
/**
* <p>Number of instances allowed.</p>
*/
inline bool InstanceLimitHasBeenSet() const { return m_instanceLimitHasBeenSet; }
/**
* <p>Number of instances allowed.</p>
*/
inline void SetInstanceLimit(int value) { m_instanceLimitHasBeenSet = true; m_instanceLimit = value; }
/**
* <p>Number of instances allowed.</p>
*/
inline EC2InstanceLimit& WithInstanceLimit(int value) { SetInstanceLimit(value); return *this;}
private:
EC2InstanceType m_eC2InstanceType;
bool m_eC2InstanceTypeHasBeenSet;
int m_currentInstances;
bool m_currentInstancesHasBeenSet;
int m_instanceLimit;
bool m_instanceLimitHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws