206 lines
6.9 KiB
C++
206 lines
6.9 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 <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>Current status of fleet utilization, including the number of game and player
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* sessions being hosted.</p> <ul> <li> <p> <a>CreateFleet</a> </p> </li> <li> <p>
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* <a>ListFleets</a> </p> </li> <li> <p> <a>DeleteFleet</a> </p> </li> <li> <p>
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* <a>DescribeFleetAttributes</a> </p> </li> <li> <p> <a>UpdateFleetAttributes</a>
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* </p> </li> <li> <p> <a>StartFleetActions</a> or <a>StopFleetActions</a> </p>
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* </li> </ul><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API FleetUtilization
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{
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public:
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FleetUtilization();
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FleetUtilization(Aws::Utils::Json::JsonView jsonValue);
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FleetUtilization& 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 FleetUtilization& 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 FleetUtilization& 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 FleetUtilization& WithFleetId(const char* value) { SetFleetId(value); return *this;}
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/**
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* <p>Number of server processes in an <code>ACTIVE</code> status currently running
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* across all instances in the fleet</p>
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*/
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inline int GetActiveServerProcessCount() const{ return m_activeServerProcessCount; }
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/**
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* <p>Number of server processes in an <code>ACTIVE</code> status currently running
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* across all instances in the fleet</p>
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*/
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inline bool ActiveServerProcessCountHasBeenSet() const { return m_activeServerProcessCountHasBeenSet; }
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/**
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* <p>Number of server processes in an <code>ACTIVE</code> status currently running
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* across all instances in the fleet</p>
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*/
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inline void SetActiveServerProcessCount(int value) { m_activeServerProcessCountHasBeenSet = true; m_activeServerProcessCount = value; }
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/**
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* <p>Number of server processes in an <code>ACTIVE</code> status currently running
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* across all instances in the fleet</p>
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*/
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inline FleetUtilization& WithActiveServerProcessCount(int value) { SetActiveServerProcessCount(value); return *this;}
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/**
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* <p>Number of active game sessions currently being hosted on all instances in the
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* fleet.</p>
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*/
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inline int GetActiveGameSessionCount() const{ return m_activeGameSessionCount; }
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/**
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* <p>Number of active game sessions currently being hosted on all instances in the
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* fleet.</p>
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*/
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inline bool ActiveGameSessionCountHasBeenSet() const { return m_activeGameSessionCountHasBeenSet; }
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/**
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* <p>Number of active game sessions currently being hosted on all instances in the
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* fleet.</p>
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*/
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inline void SetActiveGameSessionCount(int value) { m_activeGameSessionCountHasBeenSet = true; m_activeGameSessionCount = value; }
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/**
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* <p>Number of active game sessions currently being hosted on all instances in the
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* fleet.</p>
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*/
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inline FleetUtilization& WithActiveGameSessionCount(int value) { SetActiveGameSessionCount(value); return *this;}
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/**
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* <p>Number of active player sessions currently being hosted on all instances in
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* the fleet.</p>
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*/
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inline int GetCurrentPlayerSessionCount() const{ return m_currentPlayerSessionCount; }
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/**
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* <p>Number of active player sessions currently being hosted on all instances in
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* the fleet.</p>
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*/
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inline bool CurrentPlayerSessionCountHasBeenSet() const { return m_currentPlayerSessionCountHasBeenSet; }
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/**
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* <p>Number of active player sessions currently being hosted on all instances in
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* the fleet.</p>
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*/
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inline void SetCurrentPlayerSessionCount(int value) { m_currentPlayerSessionCountHasBeenSet = true; m_currentPlayerSessionCount = value; }
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/**
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* <p>Number of active player sessions currently being hosted on all instances in
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* the fleet.</p>
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*/
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inline FleetUtilization& WithCurrentPlayerSessionCount(int value) { SetCurrentPlayerSessionCount(value); return *this;}
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/**
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* <p>The maximum number of players allowed across all game sessions currently
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* being hosted on all instances in the fleet.</p>
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*/
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inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
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/**
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* <p>The maximum number of players allowed across all game sessions currently
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* being hosted on all instances in the fleet.</p>
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*/
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inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
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/**
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* <p>The maximum number of players allowed across all game sessions currently
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* being hosted on all instances in the fleet.</p>
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*/
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inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
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/**
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* <p>The maximum number of players allowed across all game sessions currently
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* being hosted on all instances in the fleet.</p>
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*/
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inline FleetUtilization& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
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private:
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Aws::String m_fleetId;
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bool m_fleetIdHasBeenSet;
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int m_activeServerProcessCount;
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bool m_activeServerProcessCountHasBeenSet;
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int m_activeGameSessionCount;
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bool m_activeGameSessionCountHasBeenSet;
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int m_currentPlayerSessionCount;
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bool m_currentPlayerSessionCountHasBeenSet;
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int m_maximumPlayerSessionCount;
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bool m_maximumPlayerSessionCountHasBeenSet;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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