/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

The number and status of game server container groups that are deployed * across a container fleet. Combine this count with the number of server processes * that each game server container group runs to learn how many game sessions the * fleet is capable of hosting concurrently. For example, if a fleet has 50 game * server container groups, and the game server container in each group runs 1 game * server process, then the fleet has the capacity to run host 50 game sessions at * a time.

Returned by: DescribeFleetCapacity, * DescribeFleetLocationCapacity

See Also:

AWS * API Reference

*/ class GameServerContainerGroupCounts { public: AWS_GAMELIFT_API GameServerContainerGroupCounts(); AWS_GAMELIFT_API GameServerContainerGroupCounts(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API GameServerContainerGroupCounts& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; ///@{ /** *

The number of container groups that are starting up but haven't yet * registered.

*/ 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 GameServerContainerGroupCounts& WithPENDING(int value) { SetPENDING(value); return *this;} ///@} ///@{ /** *

The number of container groups that have active game sessions.

*/ 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 GameServerContainerGroupCounts& WithACTIVE(int value) { SetACTIVE(value); return *this;} ///@} ///@{ /** *

The number of container groups that have no active game sessions.

*/ 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 GameServerContainerGroupCounts& WithIDLE(int value) { SetIDLE(value); return *this;} ///@} ///@{ /** *

The number of container groups that are in the process of shutting down. *

*/ 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 GameServerContainerGroupCounts& WithTERMINATING(int value) { SetTERMINATING(value); return *this;} ///@} private: 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