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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/EC2InstanceCounts.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>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Resource capacity settings. Fleet capacity is measured in Amazon EC2
* instances. Pending and terminating counts are non-zero when the fleet capacity
* is adjusting to a scaling event or if access to resources is temporarily
* affected.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts">AWS
* API Reference</a></p>
*/
class EC2InstanceCounts
{
public:
AWS_GAMELIFT_API EC2InstanceCounts();
AWS_GAMELIFT_API EC2InstanceCounts(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API EC2InstanceCounts& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>Requested number of active instances. Amazon GameLift takes action as needed
* to maintain the desired number of instances. Capacity is scaled up or down by
* changing the desired instances. A change in the desired instances value can take
* up to 1 minute to be reflected when viewing a fleet's capacity settings. </p>
*/
inline int GetDESIRED() const{ return m_dESIRED; }
inline bool DESIREDHasBeenSet() const { return m_dESIREDHasBeenSet; }
inline void SetDESIRED(int value) { m_dESIREDHasBeenSet = true; m_dESIRED = value; }
inline EC2InstanceCounts& WithDESIRED(int value) { SetDESIRED(value); return *this;}
///@}
///@{
/**
* <p>The minimum instance count value allowed.</p>
*/
inline int GetMINIMUM() const{ return m_mINIMUM; }
inline bool MINIMUMHasBeenSet() const { return m_mINIMUMHasBeenSet; }
inline void SetMINIMUM(int value) { m_mINIMUMHasBeenSet = true; m_mINIMUM = value; }
inline EC2InstanceCounts& WithMINIMUM(int value) { SetMINIMUM(value); return *this;}
///@}
///@{
/**
* <p>The maximum instance count value allowed.</p>
*/
inline int GetMAXIMUM() const{ return m_mAXIMUM; }
inline bool MAXIMUMHasBeenSet() const { return m_mAXIMUMHasBeenSet; }
inline void SetMAXIMUM(int value) { m_mAXIMUMHasBeenSet = true; m_mAXIMUM = value; }
inline EC2InstanceCounts& WithMAXIMUM(int value) { SetMAXIMUM(value); return *this;}
///@}
///@{
/**
* <p>Number of instances that are starting but not yet active.</p>
*/
inline int GetPENDING() const{ return m_pENDING; }
inline bool PENDINGHasBeenSet() const { return m_pENDINGHasBeenSet; }
inline void SetPENDING(int value) { m_pENDINGHasBeenSet = true; m_pENDING = value; }
inline EC2InstanceCounts& WithPENDING(int value) { SetPENDING(value); return *this;}
///@}
///@{
/**
* <p>Actual number of instances that are ready to host game sessions.</p>
*/
inline int GetACTIVE() const{ return m_aCTIVE; }
inline bool ACTIVEHasBeenSet() const { return m_aCTIVEHasBeenSet; }
inline void SetACTIVE(int value) { m_aCTIVEHasBeenSet = true; m_aCTIVE = value; }
inline EC2InstanceCounts& WithACTIVE(int value) { SetACTIVE(value); return *this;}
///@}
///@{
/**
* <p>Number of active instances that are not currently hosting a game session.</p>
*/
inline int GetIDLE() const{ return m_iDLE; }
inline bool IDLEHasBeenSet() const { return m_iDLEHasBeenSet; }
inline void SetIDLE(int value) { m_iDLEHasBeenSet = true; m_iDLE = value; }
inline EC2InstanceCounts& WithIDLE(int value) { SetIDLE(value); return *this;}
///@}
///@{
/**
* <p>Number of instances that are no longer active but haven't yet been
* terminated.</p>
*/
inline int GetTERMINATING() const{ return m_tERMINATING; }
inline bool TERMINATINGHasBeenSet() const { return m_tERMINATINGHasBeenSet; }
inline void SetTERMINATING(int value) { m_tERMINATINGHasBeenSet = true; m_tERMINATING = value; }
inline EC2InstanceCounts& WithTERMINATING(int value) { SetTERMINATING(value); return *this;}
///@}
private:
int m_dESIRED;
bool m_dESIREDHasBeenSet = false;
int m_mINIMUM;
bool m_mINIMUMHasBeenSet = false;
int m_mAXIMUM;
bool m_mAXIMUMHasBeenSet = false;
int m_pENDING;
bool m_pENDINGHasBeenSet = false;
int m_aCTIVE;
bool m_aCTIVEHasBeenSet = false;
int m_iDLE;
bool m_iDLEHasBeenSet = false;
int m_tERMINATING;
bool m_tERMINATINGHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws