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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameServerGroupAutoScalingPolicy.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/gamelift/model/TargetTrackingConfiguration.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p> <b>This data type is part of Amazon GameLift FleetIQ with game server
* groups, which is in preview release and is subject to change.</b> </p>
* <p>Configuration settings for intelligent autoscaling that uses target tracking.
* An autoscaling policy can be specified when a new game server group is created
* with <a>CreateGameServerGroup</a>. If a group has an autoscaling policy, the
* Auto Scaling group takes action based on this policy, in addition to (and
* potentially in conflict with) any other autoscaling policies that are separately
* applied to the Auto Scaling group. </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameServerGroupAutoScalingPolicy">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API GameServerGroupAutoScalingPolicy
{
public:
GameServerGroupAutoScalingPolicy();
GameServerGroupAutoScalingPolicy(Aws::Utils::Json::JsonView jsonValue);
GameServerGroupAutoScalingPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>Length of time, in seconds, it takes for a new instance to start new game
* server processes and register with GameLift FleetIQ. Specifying a warm-up time
* can be useful, particularly with game servers that take a long time to start up,
* because it avoids prematurely starting new instances </p>
*/
inline int GetEstimatedInstanceWarmup() const{ return m_estimatedInstanceWarmup; }
/**
* <p>Length of time, in seconds, it takes for a new instance to start new game
* server processes and register with GameLift FleetIQ. Specifying a warm-up time
* can be useful, particularly with game servers that take a long time to start up,
* because it avoids prematurely starting new instances </p>
*/
inline bool EstimatedInstanceWarmupHasBeenSet() const { return m_estimatedInstanceWarmupHasBeenSet; }
/**
* <p>Length of time, in seconds, it takes for a new instance to start new game
* server processes and register with GameLift FleetIQ. Specifying a warm-up time
* can be useful, particularly with game servers that take a long time to start up,
* because it avoids prematurely starting new instances </p>
*/
inline void SetEstimatedInstanceWarmup(int value) { m_estimatedInstanceWarmupHasBeenSet = true; m_estimatedInstanceWarmup = value; }
/**
* <p>Length of time, in seconds, it takes for a new instance to start new game
* server processes and register with GameLift FleetIQ. Specifying a warm-up time
* can be useful, particularly with game servers that take a long time to start up,
* because it avoids prematurely starting new instances </p>
*/
inline GameServerGroupAutoScalingPolicy& WithEstimatedInstanceWarmup(int value) { SetEstimatedInstanceWarmup(value); return *this;}
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline const TargetTrackingConfiguration& GetTargetTrackingConfiguration() const{ return m_targetTrackingConfiguration; }
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline bool TargetTrackingConfigurationHasBeenSet() const { return m_targetTrackingConfigurationHasBeenSet; }
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline void SetTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = value; }
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline void SetTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { m_targetTrackingConfigurationHasBeenSet = true; m_targetTrackingConfiguration = std::move(value); }
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(const TargetTrackingConfiguration& value) { SetTargetTrackingConfiguration(value); return *this;}
/**
* <p>Settings for a target-based scaling policy applied to Auto Scaling group.
* These settings are used to create a target-based policy that tracks the GameLift
* FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
* metric. As player usage changes, the policy triggers to adjust the game server
* group capacity so that the metric returns to the target value. </p>
*/
inline GameServerGroupAutoScalingPolicy& WithTargetTrackingConfiguration(TargetTrackingConfiguration&& value) { SetTargetTrackingConfiguration(std::move(value)); return *this;}
private:
int m_estimatedInstanceWarmup;
bool m_estimatedInstanceWarmupHasBeenSet;
TargetTrackingConfiguration m_targetTrackingConfiguration;
bool m_targetTrackingConfigurationHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws