1435 lines
69 KiB
C++
1435 lines
69 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/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/FleetType.h>
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#include <aws/gamelift/model/EC2InstanceType.h>
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#include <aws/core/utils/DateTime.h>
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#include <aws/gamelift/model/FleetStatus.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/ProtectionPolicy.h>
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#include <aws/gamelift/model/OperatingSystem.h>
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#include <aws/gamelift/model/ResourceCreationLimitPolicy.h>
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#include <aws/gamelift/model/CertificateConfiguration.h>
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#include <aws/gamelift/model/FleetAction.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>General properties describing a fleet.</p> <ul> <li> <p> <a>CreateFleet</a>
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* </p> </li> <li> <p> <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a>
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* </p> </li> <li> <p> <a>DescribeFleetAttributes</a> </p> </li> <li> <p>
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* <a>UpdateFleetAttributes</a> </p> </li> <li> <p> <a>StartFleetActions</a> or
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* <a>StopFleetActions</a> </p> </li> </ul><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API FleetAttributes
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{
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public:
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FleetAttributes();
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FleetAttributes(Aws::Utils::Json::JsonView jsonValue);
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FleetAttributes& 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>A unique identifier for a fleet.</p>
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*/
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inline const Aws::String& GetFleetId() const{ return m_fleetId; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetAttributes& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetAttributes& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a fleet.</p>
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*/
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inline FleetAttributes& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline const Aws::String& GetFleetArn() const{ return m_fleetArn; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline bool FleetArnHasBeenSet() const { return m_fleetArnHasBeenSet; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline void SetFleetArn(const Aws::String& value) { m_fleetArnHasBeenSet = true; m_fleetArn = value; }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline void SetFleetArn(Aws::String&& value) { m_fleetArnHasBeenSet = true; m_fleetArn = std::move(value); }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline void SetFleetArn(const char* value) { m_fleetArnHasBeenSet = true; m_fleetArn.assign(value); }
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline FleetAttributes& WithFleetArn(const Aws::String& value) { SetFleetArn(value); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline FleetAttributes& WithFleetArn(Aws::String&& value) { SetFleetArn(std::move(value)); return *this;}
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/**
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* <p>The Amazon Resource Name (<a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
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* that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs
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* are unique across all Regions. In a GameLift fleet ARN, the resource ID matches
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* the <i>FleetId</i> value.</p>
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*/
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inline FleetAttributes& WithFleetArn(const char* value) { SetFleetArn(value); return *this;}
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline const FleetType& GetFleetType() const{ return m_fleetType; }
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline bool FleetTypeHasBeenSet() const { return m_fleetTypeHasBeenSet; }
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline void SetFleetType(const FleetType& value) { m_fleetTypeHasBeenSet = true; m_fleetType = value; }
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline void SetFleetType(FleetType&& value) { m_fleetTypeHasBeenSet = true; m_fleetType = std::move(value); }
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline FleetAttributes& WithFleetType(const FleetType& value) { SetFleetType(value); return *this;}
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/**
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* <p>Indicates whether the fleet uses on-demand or spot instances. A spot instance
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* in use may be interrupted with a two-minute notification.</p>
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*/
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inline FleetAttributes& WithFleetType(FleetType&& value) { SetFleetType(std::move(value)); return *this;}
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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& GetInstanceType() const{ return m_instanceType; }
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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 InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; }
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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 SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; }
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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 SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); }
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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 FleetAttributes& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(value); return *this;}
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/**
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* <p>EC2 instance type indicating the computing resources of each instance in the
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* fleet, including CPU, memory, storage, and networking capacity. 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 FleetAttributes& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;}
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/**
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* <p>Human-readable description of the 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>Human-readable description of the 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>Human-readable description of the 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>Human-readable description of the 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>Human-readable description of the 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>Human-readable description of the fleet.</p>
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*/
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inline FleetAttributes& WithDescription(const Aws::String& value) { SetDescription(value); return *this;}
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/**
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* <p>Human-readable description of the fleet.</p>
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*/
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inline FleetAttributes& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;}
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/**
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* <p>Human-readable description of the fleet.</p>
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*/
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inline FleetAttributes& WithDescription(const char* value) { SetDescription(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 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 FleetAttributes& 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 FleetAttributes& 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 FleetAttributes& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; }
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; }
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; }
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); }
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline FleetAttributes& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;}
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/**
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* <p>Time stamp indicating when this data object was created. Format is a number
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* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
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*/
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inline FleetAttributes& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;}
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline const Aws::Utils::DateTime& GetTerminationTime() const{ return m_terminationTime; }
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline bool TerminationTimeHasBeenSet() const { return m_terminationTimeHasBeenSet; }
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline void SetTerminationTime(const Aws::Utils::DateTime& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = value; }
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline void SetTerminationTime(Aws::Utils::DateTime&& value) { m_terminationTimeHasBeenSet = true; m_terminationTime = std::move(value); }
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline FleetAttributes& WithTerminationTime(const Aws::Utils::DateTime& value) { SetTerminationTime(value); return *this;}
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/**
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* <p>Time stamp indicating when this data object was terminated. Format is a
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* number expressed in Unix time as milliseconds (for example
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* "1469498468.057").</p>
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*/
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inline FleetAttributes& WithTerminationTime(Aws::Utils::DateTime&& value) { SetTerminationTime(std::move(value)); return *this;}
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/**
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* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
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* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
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* desired instances is set to 1. </p> </li> <li> <p>
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* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
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* up the new fleet, creating new instances with the game build or Realtime script
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* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
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* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
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* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline const FleetStatus& GetStatus() const{ return m_status; }
|
|
|
|
/**
|
|
* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
|
|
* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
|
|
* desired instances is set to 1. </p> </li> <li> <p>
|
|
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
|
|
* up the new fleet, creating new instances with the game build or Realtime script
|
|
* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
|
|
* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
|
|
* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
|
|
* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
|
|
* desired instances is set to 1. </p> </li> <li> <p>
|
|
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
|
|
* up the new fleet, creating new instances with the game build or Realtime script
|
|
* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
|
|
* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
|
|
* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline void SetStatus(const FleetStatus& value) { m_statusHasBeenSet = true; m_status = value; }
|
|
|
|
/**
|
|
* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
|
|
* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
|
|
* desired instances is set to 1. </p> </li> <li> <p>
|
|
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
|
|
* up the new fleet, creating new instances with the game build or Realtime script
|
|
* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
|
|
* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
|
|
* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline void SetStatus(FleetStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
|
|
|
|
/**
|
|
* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
|
|
* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
|
|
* desired instances is set to 1. </p> </li> <li> <p>
|
|
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
|
|
* up the new fleet, creating new instances with the game build or Realtime script
|
|
* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
|
|
* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
|
|
* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline FleetAttributes& WithStatus(const FleetStatus& value) { SetStatus(value); return *this;}
|
|
|
|
/**
|
|
* <p>Current status of the fleet.</p> <p>Possible fleet statuses include the
|
|
* following:</p> <ul> <li> <p> <b>NEW</b> -- A new fleet has been defined and
|
|
* desired instances is set to 1. </p> </li> <li> <p>
|
|
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> -- Amazon GameLift is setting
|
|
* up the new fleet, creating new instances with the game build or Realtime script
|
|
* and starting server processes.</p> </li> <li> <p> <b>ACTIVE</b> -- Hosts can now
|
|
* accept game sessions.</p> </li> <li> <p> <b>ERROR</b> -- An error occurred when
|
|
* downloading, validating, building, or activating the fleet.</p> </li> <li> <p>
|
|
* <b>DELETING</b> -- Hosts are responding to a delete fleet request.</p> </li>
|
|
* <li> <p> <b>TERMINATED</b> -- The fleet no longer exists.</p> </li> </ul>
|
|
*/
|
|
inline FleetAttributes& WithStatus(FleetStatus&& value) { SetStatus(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline const Aws::String& GetBuildId() const{ return m_buildId; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a build.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildId(const char* value) { SetBuildId(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline const Aws::String& GetBuildArn() const{ return m_buildArn; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline bool BuildArnHasBeenSet() const { return m_buildArnHasBeenSet; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline void SetBuildArn(const Aws::String& value) { m_buildArnHasBeenSet = true; m_buildArn = value; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline void SetBuildArn(Aws::String&& value) { m_buildArnHasBeenSet = true; m_buildArn = std::move(value); }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline void SetBuildArn(const char* value) { m_buildArnHasBeenSet = true; m_buildArn.assign(value); }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildArn(const Aws::String& value) { SetBuildArn(value); return *this;}
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildArn(Aws::String&& value) { SetBuildArn(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift build resource that is deployed on instances in
|
|
* this fleet. In a GameLift build ARN, the resource ID matches the <i>BuildId</i>
|
|
* value.</p>
|
|
*/
|
|
inline FleetAttributes& WithBuildArn(const char* value) { SetBuildArn(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline const Aws::String& GetScriptId() const{ return m_scriptId; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; }
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); }
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>A unique identifier for a Realtime script.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptId(const char* value) { SetScriptId(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline const Aws::String& GetScriptArn() const{ return m_scriptArn; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline bool ScriptArnHasBeenSet() const { return m_scriptArnHasBeenSet; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline void SetScriptArn(const Aws::String& value) { m_scriptArnHasBeenSet = true; m_scriptArn = value; }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline void SetScriptArn(Aws::String&& value) { m_scriptArnHasBeenSet = true; m_scriptArn = std::move(value); }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline void SetScriptArn(const char* value) { m_scriptArnHasBeenSet = true; m_scriptArn.assign(value); }
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptArn(const Aws::String& value) { SetScriptArn(value); return *this;}
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptArn(Aws::String&& value) { SetScriptArn(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p> The Amazon Resource Name (<a
|
|
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
|
|
* associated with the GameLift script resource that is deployed on instances in
|
|
* this fleet. In a GameLift script ARN, the resource ID matches the
|
|
* <i>ScriptId</i> value.</p>
|
|
*/
|
|
inline FleetAttributes& WithScriptArn(const char* value) { SetScriptArn(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline const Aws::String& GetServerLaunchPath() const{ return m_serverLaunchPath; }
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline bool ServerLaunchPathHasBeenSet() const { return m_serverLaunchPathHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchPath(const Aws::String& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = value; }
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchPath(Aws::String&& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = std::move(value); }
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchPath(const char* value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath.assign(value); }
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchPath(const Aws::String& value) { SetServerLaunchPath(value); return *this;}
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchPath(Aws::String&& value) { SetServerLaunchPath(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>Path to a game server executable in the fleet's build, specified for fleets
|
|
* created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
* fleets created after this date are specified in the fleet's
|
|
* <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchPath(const char* value) { SetServerLaunchPath(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline const Aws::String& GetServerLaunchParameters() const{ return m_serverLaunchParameters; }
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline bool ServerLaunchParametersHasBeenSet() const { return m_serverLaunchParametersHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchParameters(const Aws::String& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = value; }
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchParameters(Aws::String&& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = std::move(value); }
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline void SetServerLaunchParameters(const char* value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters.assign(value); }
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchParameters(const Aws::String& value) { SetServerLaunchParameters(value); return *this;}
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchParameters(Aws::String&& value) { SetServerLaunchParameters(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>Game server launch parameters specified for fleets created before 2016-08-04
|
|
* (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this
|
|
* date are specified in the fleet's <a>RuntimeConfiguration</a>.</p>
|
|
*/
|
|
inline FleetAttributes& WithServerLaunchParameters(const char* value) { SetServerLaunchParameters(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline const Aws::Vector<Aws::String>& GetLogPaths() const{ return m_logPaths; }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline bool LogPathsHasBeenSet() const { return m_logPathsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline void SetLogPaths(const Aws::Vector<Aws::String>& value) { m_logPathsHasBeenSet = true; m_logPaths = value; }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline void SetLogPaths(Aws::Vector<Aws::String>&& value) { m_logPathsHasBeenSet = true; m_logPaths = std::move(value); }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline FleetAttributes& WithLogPaths(const Aws::Vector<Aws::String>& value) { SetLogPaths(value); return *this;}
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline FleetAttributes& WithLogPaths(Aws::Vector<Aws::String>&& value) { SetLogPaths(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline FleetAttributes& AddLogPaths(const Aws::String& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline FleetAttributes& AddLogPaths(Aws::String&& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(std::move(value)); return *this; }
|
|
|
|
/**
|
|
* <p>Location of default log files. When a server process is shut down, Amazon
|
|
* GameLift captures and stores any log files in this location. These logs are in
|
|
* addition to game session logs; see more on game session logs in the <a
|
|
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code">Amazon
|
|
* GameLift Developer Guide</a>. If no default log path for a fleet is specified,
|
|
* Amazon GameLift automatically uploads logs that are stored on each instance at
|
|
* <code>C:\game\logs</code> (for Windows) or <code>/local/game/logs</code> (for
|
|
* Linux). Use the Amazon GameLift console to access stored logs. </p>
|
|
*/
|
|
inline FleetAttributes& AddLogPaths(const char* value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; }
|
|
|
|
|
|
/**
|
|
* <p>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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 FleetAttributes& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;}
|
|
|
|
/**
|
|
* <p>The type of game session protection to set for all new instances started in
|
|
* the fleet.</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 FleetAttributes& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; }
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; }
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); }
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline FleetAttributes& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;}
|
|
|
|
/**
|
|
* <p>Operating system of the fleet's computing resources. A fleet's operating
|
|
* system depends on the OS specified for the build that is deployed on this
|
|
* fleet.</p>
|
|
*/
|
|
inline FleetAttributes& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; }
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; }
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); }
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline FleetAttributes& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;}
|
|
|
|
/**
|
|
* <p>Fleet policy to limit the number of game sessions an individual player can
|
|
* create over a span of time.</p>
|
|
*/
|
|
inline FleetAttributes& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline const Aws::Vector<Aws::String>& GetMetricGroups() const{ return m_metricGroups; }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline void SetMetricGroups(const Aws::Vector<Aws::String>& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline void SetMetricGroups(Aws::Vector<Aws::String>&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline FleetAttributes& WithMetricGroups(const Aws::Vector<Aws::String>& value) { SetMetricGroups(value); return *this;}
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline FleetAttributes& WithMetricGroups(Aws::Vector<Aws::String>&& value) { SetMetricGroups(std::move(value)); return *this;}
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline FleetAttributes& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline FleetAttributes& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; }
|
|
|
|
/**
|
|
* <p>Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
* you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
* that are in a fleet metric group. A fleet can be included in only one metric
|
|
* group at a time.</p>
|
|
*/
|
|
inline FleetAttributes& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; }
|
|
|
|
|
|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline const Aws::Vector<FleetAction>& GetStoppedActions() const{ return m_stoppedActions; }
|
|
|
|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline bool StoppedActionsHasBeenSet() const { return m_stoppedActionsHasBeenSet; }
|
|
|
|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline void SetStoppedActions(const Aws::Vector<FleetAction>& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = value; }
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/**
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|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
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inline void SetStoppedActions(Aws::Vector<FleetAction>&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions = std::move(value); }
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/**
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|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline FleetAttributes& WithStoppedActions(const Aws::Vector<FleetAction>& value) { SetStoppedActions(value); return *this;}
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|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline FleetAttributes& WithStoppedActions(Aws::Vector<FleetAction>&& value) { SetStoppedActions(std::move(value)); return *this;}
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|
|
|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline FleetAttributes& AddStoppedActions(const FleetAction& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(value); return *this; }
|
|
|
|
/**
|
|
* <p>List of fleet actions that have been suspended using <a>StopFleetActions</a>.
|
|
* This includes auto-scaling.</p>
|
|
*/
|
|
inline FleetAttributes& AddStoppedActions(FleetAction&& value) { m_stoppedActionsHasBeenSet = true; m_stoppedActions.push_back(std::move(value)); return *this; }
|
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|
|
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|
/**
|
|
* <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 FleetAttributes& 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 FleetAttributes& 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 FleetAttributes& WithInstanceRoleArn(const char* value) { SetInstanceRoleArn(value); return *this;}
|
|
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline const CertificateConfiguration& GetCertificateConfiguration() const{ return m_certificateConfiguration; }
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline bool CertificateConfigurationHasBeenSet() const { return m_certificateConfigurationHasBeenSet; }
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline void SetCertificateConfiguration(const CertificateConfiguration& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = value; }
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline void SetCertificateConfiguration(CertificateConfiguration&& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = std::move(value); }
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline FleetAttributes& WithCertificateConfiguration(const CertificateConfiguration& value) { SetCertificateConfiguration(value); return *this;}
|
|
|
|
/**
|
|
* <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
|
|
*/
|
|
inline FleetAttributes& WithCertificateConfiguration(CertificateConfiguration&& value) { SetCertificateConfiguration(std::move(value)); return *this;}
|
|
|
|
private:
|
|
|
|
Aws::String m_fleetId;
|
|
bool m_fleetIdHasBeenSet;
|
|
|
|
Aws::String m_fleetArn;
|
|
bool m_fleetArnHasBeenSet;
|
|
|
|
FleetType m_fleetType;
|
|
bool m_fleetTypeHasBeenSet;
|
|
|
|
EC2InstanceType m_instanceType;
|
|
bool m_instanceTypeHasBeenSet;
|
|
|
|
Aws::String m_description;
|
|
bool m_descriptionHasBeenSet;
|
|
|
|
Aws::String m_name;
|
|
bool m_nameHasBeenSet;
|
|
|
|
Aws::Utils::DateTime m_creationTime;
|
|
bool m_creationTimeHasBeenSet;
|
|
|
|
Aws::Utils::DateTime m_terminationTime;
|
|
bool m_terminationTimeHasBeenSet;
|
|
|
|
FleetStatus m_status;
|
|
bool m_statusHasBeenSet;
|
|
|
|
Aws::String m_buildId;
|
|
bool m_buildIdHasBeenSet;
|
|
|
|
Aws::String m_buildArn;
|
|
bool m_buildArnHasBeenSet;
|
|
|
|
Aws::String m_scriptId;
|
|
bool m_scriptIdHasBeenSet;
|
|
|
|
Aws::String m_scriptArn;
|
|
bool m_scriptArnHasBeenSet;
|
|
|
|
Aws::String m_serverLaunchPath;
|
|
bool m_serverLaunchPathHasBeenSet;
|
|
|
|
Aws::String m_serverLaunchParameters;
|
|
bool m_serverLaunchParametersHasBeenSet;
|
|
|
|
Aws::Vector<Aws::String> m_logPaths;
|
|
bool m_logPathsHasBeenSet;
|
|
|
|
ProtectionPolicy m_newGameSessionProtectionPolicy;
|
|
bool m_newGameSessionProtectionPolicyHasBeenSet;
|
|
|
|
OperatingSystem m_operatingSystem;
|
|
bool m_operatingSystemHasBeenSet;
|
|
|
|
ResourceCreationLimitPolicy m_resourceCreationLimitPolicy;
|
|
bool m_resourceCreationLimitPolicyHasBeenSet;
|
|
|
|
Aws::Vector<Aws::String> m_metricGroups;
|
|
bool m_metricGroupsHasBeenSet;
|
|
|
|
Aws::Vector<FleetAction> m_stoppedActions;
|
|
bool m_stoppedActionsHasBeenSet;
|
|
|
|
Aws::String m_instanceRoleArn;
|
|
bool m_instanceRoleArnHasBeenSet;
|
|
|
|
CertificateConfiguration m_certificateConfiguration;
|
|
bool m_certificateConfigurationHasBeenSet;
|
|
};
|
|
|
|
} // namespace Model
|
|
} // namespace GameLift
|
|
} // namespace Aws
|