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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/UpdateGameServerGroupRequest.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/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/GameServerProtectionPolicy.h>
#include <aws/gamelift/model/BalancingStrategy.h>
#include <aws/gamelift/model/InstanceDefinition.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class AWS_GAMELIFT_API UpdateGameServerGroupRequest : public GameLiftRequest
{
public:
UpdateGameServerGroupRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "UpdateGameServerGroup"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline const Aws::String& GetGameServerGroupName() const{ return m_gameServerGroupName; }
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline bool GameServerGroupNameHasBeenSet() const { return m_gameServerGroupNameHasBeenSet; }
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline void SetGameServerGroupName(const Aws::String& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = value; }
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline void SetGameServerGroupName(Aws::String&& value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName = std::move(value); }
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline void SetGameServerGroupName(const char* value) { m_gameServerGroupNameHasBeenSet = true; m_gameServerGroupName.assign(value); }
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline UpdateGameServerGroupRequest& WithGameServerGroupName(const Aws::String& value) { SetGameServerGroupName(value); return *this;}
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline UpdateGameServerGroupRequest& WithGameServerGroupName(Aws::String&& value) { SetGameServerGroupName(std::move(value)); return *this;}
/**
* <p>The unique identifier of the game server group to update. Use either the
* <a>GameServerGroup</a> name or ARN value.</p>
*/
inline UpdateGameServerGroupRequest& WithGameServerGroupName(const char* value) { SetGameServerGroupName(value); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline const Aws::String& GetRoleArn() const{ return m_roleArn; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline bool RoleArnHasBeenSet() const { return m_roleArnHasBeenSet; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(const Aws::String& value) { m_roleArnHasBeenSet = true; m_roleArn = value; }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(Aws::String&& value) { m_roleArnHasBeenSet = true; m_roleArn = std::move(value); }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline void SetRoleArn(const char* value) { m_roleArnHasBeenSet = true; m_roleArn.assign(value); }
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline UpdateGameServerGroupRequest& WithRoleArn(const Aws::String& value) { SetRoleArn(value); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline UpdateGameServerGroupRequest& WithRoleArn(Aws::String&& value) { SetRoleArn(std::move(value)); return *this;}
/**
* <p>The Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>)
* for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
* groups. The submitted role is validated to ensure that it contains the necessary
* permissions for game server groups.</p>
*/
inline UpdateGameServerGroupRequest& WithRoleArn(const char* value) { SetRoleArn(value); return *this;}
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline const Aws::Vector<InstanceDefinition>& GetInstanceDefinitions() const{ return m_instanceDefinitions; }
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline bool InstanceDefinitionsHasBeenSet() const { return m_instanceDefinitionsHasBeenSet; }
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline void SetInstanceDefinitions(const Aws::Vector<InstanceDefinition>& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = value; }
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline void SetInstanceDefinitions(Aws::Vector<InstanceDefinition>&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions = std::move(value); }
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline UpdateGameServerGroupRequest& WithInstanceDefinitions(const Aws::Vector<InstanceDefinition>& value) { SetInstanceDefinitions(value); return *this;}
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline UpdateGameServerGroupRequest& WithInstanceDefinitions(Aws::Vector<InstanceDefinition>&& value) { SetInstanceDefinitions(std::move(value)); return *this;}
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline UpdateGameServerGroupRequest& AddInstanceDefinitions(const InstanceDefinition& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(value); return *this; }
/**
* <p>An updated list of EC2 instance types to use when creating instances in the
* group. The instance definition must specify instance types that are supported by
* GameLift FleetIQ, and must include at least two instance types. This updated
* list replaces the entire current list of instance definitions for the game
* server group. For more information on instance types, see <a
* href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html">EC2
* Instance Types</a> in the <i>Amazon EC2 User Guide</i>..</p>
*/
inline UpdateGameServerGroupRequest& AddInstanceDefinitions(InstanceDefinition&& value) { m_instanceDefinitionsHasBeenSet = true; m_instanceDefinitions.push_back(std::move(value)); return *this; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline const GameServerProtectionPolicy& GetGameServerProtectionPolicy() const{ return m_gameServerProtectionPolicy; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline bool GameServerProtectionPolicyHasBeenSet() const { return m_gameServerProtectionPolicyHasBeenSet; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline void SetGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = value; }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline void SetGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { m_gameServerProtectionPolicyHasBeenSet = true; m_gameServerProtectionPolicy = std::move(value); }
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline UpdateGameServerGroupRequest& WithGameServerProtectionPolicy(const GameServerProtectionPolicy& value) { SetGameServerProtectionPolicy(value); return *this;}
/**
* <p>A flag that indicates whether instances in the game server group are
* protected from early termination. Unprotected instances that have active game
* servers running may by terminated during a scale-down event, causing players to
* be dropped from the game. Protected instances cannot be terminated while there
* are active game servers running. An exception to this is Spot Instances, which
* may be terminated by AWS regardless of protection status. This property is set
* to NO_PROTECTION by default.</p>
*/
inline UpdateGameServerGroupRequest& WithGameServerProtectionPolicy(GameServerProtectionPolicy&& value) { SetGameServerProtectionPolicy(std::move(value)); return *this;}
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline const BalancingStrategy& GetBalancingStrategy() const{ return m_balancingStrategy; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline bool BalancingStrategyHasBeenSet() const { return m_balancingStrategyHasBeenSet; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline void SetBalancingStrategy(const BalancingStrategy& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = value; }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline void SetBalancingStrategy(BalancingStrategy&& value) { m_balancingStrategyHasBeenSet = true; m_balancingStrategy = std::move(value); }
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline UpdateGameServerGroupRequest& WithBalancingStrategy(const BalancingStrategy& value) { SetBalancingStrategy(value); return *this;}
/**
* <p>The fallback balancing method to use for the game server group when Spot
* instances in a Region become unavailable or are not viable for game hosting.
* Once triggered, this method remains active until Spot instances can once again
* be used. Method options include:</p> <ul> <li> <p>SPOT_ONLY -- If Spot instances
* are unavailable, the game server group provides no hosting capacity. No new
* instances are started, and the existing nonviable Spot instances are terminated
* (once current gameplay ends) and not replaced.</p> </li> <li> <p>SPOT_PREFERRED
* -- If Spot instances are unavailable, the game server group continues to provide
* hosting capacity by using On-Demand instances. Existing nonviable Spot instances
* are terminated (once current gameplay ends) and replaced with new On-Demand
* instances. </p> </li> </ul>
*/
inline UpdateGameServerGroupRequest& WithBalancingStrategy(BalancingStrategy&& value) { SetBalancingStrategy(std::move(value)); return *this;}
private:
Aws::String m_gameServerGroupName;
bool m_gameServerGroupNameHasBeenSet;
Aws::String m_roleArn;
bool m_roleArnHasBeenSet;
Aws::Vector<InstanceDefinition> m_instanceDefinitions;
bool m_instanceDefinitionsHasBeenSet;
GameServerProtectionPolicy m_gameServerProtectionPolicy;
bool m_gameServerProtectionPolicyHasBeenSet;
BalancingStrategy m_balancingStrategy;
bool m_balancingStrategyHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws