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

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/EC2InstanceType.h>
#include <aws/gamelift/model/EC2InstanceCounts.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Information about the fleet's capacity. Fleet capacity is measured in EC2
* instances. By default, new fleets have a capacity of one instance, but can be
* updated as needed. The maximum number of instances for a fleet is determined by
* the fleet's instance type.</p> <ul> <li> <p> <a>CreateFleet</a> </p> </li> <li>
* <p> <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>
* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>UpdateFleetAttributes</a>
* </p> </li> <li> <p> <a>StartFleetActions</a> or <a>StopFleetActions</a> </p>
* </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API FleetCapacity
{
public:
FleetCapacity();
FleetCapacity(Aws::Utils::Json::JsonView jsonValue);
FleetCapacity& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a fleet.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet.</p>
*/
inline FleetCapacity& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet.</p>
*/
inline FleetCapacity& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet.</p>
*/
inline FleetCapacity& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline const EC2InstanceType& GetInstanceType() const{ return m_instanceType; }
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline bool InstanceTypeHasBeenSet() const { return m_instanceTypeHasBeenSet; }
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline void SetInstanceType(const EC2InstanceType& value) { m_instanceTypeHasBeenSet = true; m_instanceType = value; }
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline void SetInstanceType(EC2InstanceType&& value) { m_instanceTypeHasBeenSet = true; m_instanceType = std::move(value); }
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline FleetCapacity& WithInstanceType(const EC2InstanceType& value) { SetInstanceType(value); return *this;}
/**
* <p>Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
* instance type determines the computing resources of each instance in the fleet,
* including CPU, memory, storage, and networking capacity. Amazon GameLift
* supports the following EC2 instance types. See <a
* href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
* for detailed descriptions.</p>
*/
inline FleetCapacity& WithInstanceType(EC2InstanceType&& value) { SetInstanceType(std::move(value)); return *this;}
/**
* <p>Current status of fleet capacity.</p>
*/
inline const EC2InstanceCounts& GetInstanceCounts() const{ return m_instanceCounts; }
/**
* <p>Current status of fleet capacity.</p>
*/
inline bool InstanceCountsHasBeenSet() const { return m_instanceCountsHasBeenSet; }
/**
* <p>Current status of fleet capacity.</p>
*/
inline void SetInstanceCounts(const EC2InstanceCounts& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = value; }
/**
* <p>Current status of fleet capacity.</p>
*/
inline void SetInstanceCounts(EC2InstanceCounts&& value) { m_instanceCountsHasBeenSet = true; m_instanceCounts = std::move(value); }
/**
* <p>Current status of fleet capacity.</p>
*/
inline FleetCapacity& WithInstanceCounts(const EC2InstanceCounts& value) { SetInstanceCounts(value); return *this;}
/**
* <p>Current status of fleet capacity.</p>
*/
inline FleetCapacity& WithInstanceCounts(EC2InstanceCounts&& value) { SetInstanceCounts(std::move(value)); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
EC2InstanceType m_instanceType;
bool m_instanceTypeHasBeenSet;
EC2InstanceCounts m_instanceCounts;
bool m_instanceCountsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws