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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/FleetUtilization.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 <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Current status of fleet utilization, including the number of game and player
* sessions being hosted.</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/FleetUtilization">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API FleetUtilization
{
public:
FleetUtilization();
FleetUtilization(Aws::Utils::Json::JsonView jsonValue);
FleetUtilization& 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 FleetUtilization& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet.</p>
*/
inline FleetUtilization& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet.</p>
*/
inline FleetUtilization& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>Number of server processes in an <code>ACTIVE</code> status currently running
* across all instances in the fleet</p>
*/
inline int GetActiveServerProcessCount() const{ return m_activeServerProcessCount; }
/**
* <p>Number of server processes in an <code>ACTIVE</code> status currently running
* across all instances in the fleet</p>
*/
inline bool ActiveServerProcessCountHasBeenSet() const { return m_activeServerProcessCountHasBeenSet; }
/**
* <p>Number of server processes in an <code>ACTIVE</code> status currently running
* across all instances in the fleet</p>
*/
inline void SetActiveServerProcessCount(int value) { m_activeServerProcessCountHasBeenSet = true; m_activeServerProcessCount = value; }
/**
* <p>Number of server processes in an <code>ACTIVE</code> status currently running
* across all instances in the fleet</p>
*/
inline FleetUtilization& WithActiveServerProcessCount(int value) { SetActiveServerProcessCount(value); return *this;}
/**
* <p>Number of active game sessions currently being hosted on all instances in the
* fleet.</p>
*/
inline int GetActiveGameSessionCount() const{ return m_activeGameSessionCount; }
/**
* <p>Number of active game sessions currently being hosted on all instances in the
* fleet.</p>
*/
inline bool ActiveGameSessionCountHasBeenSet() const { return m_activeGameSessionCountHasBeenSet; }
/**
* <p>Number of active game sessions currently being hosted on all instances in the
* fleet.</p>
*/
inline void SetActiveGameSessionCount(int value) { m_activeGameSessionCountHasBeenSet = true; m_activeGameSessionCount = value; }
/**
* <p>Number of active game sessions currently being hosted on all instances in the
* fleet.</p>
*/
inline FleetUtilization& WithActiveGameSessionCount(int value) { SetActiveGameSessionCount(value); return *this;}
/**
* <p>Number of active player sessions currently being hosted on all instances in
* the fleet.</p>
*/
inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; }
/**
* <p>Number of active player sessions currently being hosted on all instances in
* the fleet.</p>
*/
inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; }
/**
* <p>Number of active player sessions currently being hosted on all instances in
* the fleet.</p>
*/
inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; }
/**
* <p>Number of active player sessions currently being hosted on all instances in
* the fleet.</p>
*/
inline FleetUtilization& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;}
/**
* <p>The maximum number of players allowed across all game sessions currently
* being hosted on all instances in the fleet.</p>
*/
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
/**
* <p>The maximum number of players allowed across all game sessions currently
* being hosted on all instances in the fleet.</p>
*/
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
/**
* <p>The maximum number of players allowed across all game sessions currently
* being hosted on all instances in the fleet.</p>
*/
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
/**
* <p>The maximum number of players allowed across all game sessions currently
* being hosted on all instances in the fleet.</p>
*/
inline FleetUtilization& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
int m_activeServerProcessCount;
bool m_activeServerProcessCountHasBeenSet;
int m_activeGameSessionCount;
bool m_activeGameSessionCountHasBeenSet;
int m_currentPlayerSessionCount;
bool m_currentPlayerSessionCountHasBeenSet;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws