163 lines
6.1 KiB
C++
163 lines
6.1 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/model/EC2InstanceType.h>
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#include <utility>
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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>The maximum number of instances allowed based on the Amazon Elastic Compute
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* Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling
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* <a>DescribeEC2InstanceLimits</a>.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API EC2InstanceLimit
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{
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public:
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EC2InstanceLimit();
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EC2InstanceLimit(Aws::Utils::Json::JsonView jsonValue);
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EC2InstanceLimit& 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>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline const EC2InstanceType& GetEC2InstanceType() const{ return m_eC2InstanceType; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline bool EC2InstanceTypeHasBeenSet() const { return m_eC2InstanceTypeHasBeenSet; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline void SetEC2InstanceType(const EC2InstanceType& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = value; }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline void SetEC2InstanceType(EC2InstanceType&& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = std::move(value); }
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline EC2InstanceLimit& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;}
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/**
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* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
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* instance type determines the computing resources of each instance in the fleet,
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* including CPU, memory, storage, and networking capacity. Amazon GameLift
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* supports the following EC2 instance types. See <a
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* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
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* for detailed descriptions.</p>
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*/
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inline EC2InstanceLimit& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;}
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/**
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* <p>Number of instances of the specified type that are currently in use by this
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* AWS account.</p>
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*/
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inline int GetCurrentInstances() const{ return m_currentInstances; }
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/**
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* <p>Number of instances of the specified type that are currently in use by this
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* AWS account.</p>
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*/
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inline bool CurrentInstancesHasBeenSet() const { return m_currentInstancesHasBeenSet; }
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/**
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* <p>Number of instances of the specified type that are currently in use by this
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* AWS account.</p>
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*/
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inline void SetCurrentInstances(int value) { m_currentInstancesHasBeenSet = true; m_currentInstances = value; }
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/**
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* <p>Number of instances of the specified type that are currently in use by this
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* AWS account.</p>
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*/
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inline EC2InstanceLimit& WithCurrentInstances(int value) { SetCurrentInstances(value); return *this;}
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/**
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* <p>Number of instances allowed.</p>
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*/
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inline int GetInstanceLimit() const{ return m_instanceLimit; }
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/**
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* <p>Number of instances allowed.</p>
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*/
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inline bool InstanceLimitHasBeenSet() const { return m_instanceLimitHasBeenSet; }
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/**
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* <p>Number of instances allowed.</p>
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*/
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inline void SetInstanceLimit(int value) { m_instanceLimitHasBeenSet = true; m_instanceLimit = value; }
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/**
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* <p>Number of instances allowed.</p>
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*/
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inline EC2InstanceLimit& WithInstanceLimit(int value) { SetInstanceLimit(value); return *this;}
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private:
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EC2InstanceType m_eC2InstanceType;
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bool m_eC2InstanceTypeHasBeenSet;
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int m_currentInstances;
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bool m_currentInstancesHasBeenSet;
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int m_instanceLimit;
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bool m_instanceLimitHasBeenSet;
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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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