1 /** 2 * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. 3 * SPDX-License-Identifier: Apache-2.0. 4 */ 5 6 #pragma once 7 #include <aws/gamelift/GameLift_EXPORTS.h> 8 #include <aws/gamelift/GameLiftRequest.h> 9 #include <aws/core/utils/memory/stl/AWSString.h> 10 #include <aws/core/utils/memory/stl/AWSVector.h> 11 #include <aws/gamelift/model/EC2InstanceType.h> 12 #include <aws/gamelift/model/ProtectionPolicy.h> 13 #include <aws/gamelift/model/RuntimeConfiguration.h> 14 #include <aws/gamelift/model/ResourceCreationLimitPolicy.h> 15 #include <aws/gamelift/model/FleetType.h> 16 #include <aws/gamelift/model/CertificateConfiguration.h> 17 #include <aws/gamelift/model/IpPermission.h> 18 #include <aws/gamelift/model/LocationConfiguration.h> 19 #include <aws/gamelift/model/Tag.h> 20 #include <utility> 21 22 namespace Aws 23 { 24 namespace GameLift 25 { 26 namespace Model 27 { 28 29 /** 30 * <p>Represents the input for a request operation.</p><p><h3>See Also:</h3> <a 31 * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput">AWS 32 * API Reference</a></p> 33 */ 34 class AWS_GAMELIFT_API CreateFleetRequest : public GameLiftRequest 35 { 36 public: 37 CreateFleetRequest(); 38 39 // Service request name is the Operation name which will send this request out, 40 // each operation should has unique request name, so that we can get operation's name from this request. 41 // Note: this is not true for response, multiple operations may have the same response name, 42 // so we can not get operation's name from response. GetServiceRequestName()43 inline virtual const char* GetServiceRequestName() const override { return "CreateFleet"; } 44 45 Aws::String SerializePayload() const override; 46 47 Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; 48 49 50 /** 51 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 52 * to be unique.</p> 53 */ GetName()54 inline const Aws::String& GetName() const{ return m_name; } 55 56 /** 57 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 58 * to be unique.</p> 59 */ NameHasBeenSet()60 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } 61 62 /** 63 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 64 * to be unique.</p> 65 */ SetName(const Aws::String & value)66 inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } 67 68 /** 69 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 70 * to be unique.</p> 71 */ SetName(Aws::String && value)72 inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } 73 74 /** 75 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 76 * to be unique.</p> 77 */ SetName(const char * value)78 inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } 79 80 /** 81 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 82 * to be unique.</p> 83 */ WithName(const Aws::String & value)84 inline CreateFleetRequest& WithName(const Aws::String& value) { SetName(value); return *this;} 85 86 /** 87 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 88 * to be unique.</p> 89 */ WithName(Aws::String && value)90 inline CreateFleetRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} 91 92 /** 93 * <p>A descriptive label that is associated with a fleet. Fleet names do not need 94 * to be unique.</p> 95 */ WithName(const char * value)96 inline CreateFleetRequest& WithName(const char* value) { SetName(value); return *this;} 97 98 99 /** 100 * <p>A human-readable description of the fleet.</p> 101 */ GetDescription()102 inline const Aws::String& GetDescription() const{ return m_description; } 103 104 /** 105 * <p>A human-readable description of the fleet.</p> 106 */ DescriptionHasBeenSet()107 inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } 108 109 /** 110 * <p>A human-readable description of the fleet.</p> 111 */ SetDescription(const Aws::String & value)112 inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } 113 114 /** 115 * <p>A human-readable description of the fleet.</p> 116 */ SetDescription(Aws::String && value)117 inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } 118 119 /** 120 * <p>A human-readable description of the fleet.</p> 121 */ SetDescription(const char * value)122 inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } 123 124 /** 125 * <p>A human-readable description of the fleet.</p> 126 */ WithDescription(const Aws::String & value)127 inline CreateFleetRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} 128 129 /** 130 * <p>A human-readable description of the fleet.</p> 131 */ WithDescription(Aws::String && value)132 inline CreateFleetRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} 133 134 /** 135 * <p>A human-readable description of the fleet.</p> 136 */ WithDescription(const char * value)137 inline CreateFleetRequest& WithDescription(const char* value) { SetDescription(value); return *this;} 138 139 140 /** 141 * <p>The unique identifier for a custom game server build to be deployed on fleet 142 * instances. You can use either the build ID or ARN. The build must be uploaded to 143 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 144 * later.</p> 145 */ GetBuildId()146 inline const Aws::String& GetBuildId() const{ return m_buildId; } 147 148 /** 149 * <p>The unique identifier for a custom game server build to be deployed on fleet 150 * instances. You can use either the build ID or ARN. The build must be uploaded to 151 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 152 * later.</p> 153 */ BuildIdHasBeenSet()154 inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; } 155 156 /** 157 * <p>The unique identifier for a custom game server build to be deployed on fleet 158 * instances. You can use either the build ID or ARN. The build must be uploaded to 159 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 160 * later.</p> 161 */ SetBuildId(const Aws::String & value)162 inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; } 163 164 /** 165 * <p>The unique identifier for a custom game server build to be deployed on fleet 166 * instances. You can use either the build ID or ARN. The build must be uploaded to 167 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 168 * later.</p> 169 */ SetBuildId(Aws::String && value)170 inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); } 171 172 /** 173 * <p>The unique identifier for a custom game server build to be deployed on fleet 174 * instances. You can use either the build ID or ARN. The build must be uploaded to 175 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 176 * later.</p> 177 */ SetBuildId(const char * value)178 inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); } 179 180 /** 181 * <p>The unique identifier for a custom game server build to be deployed on fleet 182 * instances. You can use either the build ID or ARN. The build must be uploaded to 183 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 184 * later.</p> 185 */ WithBuildId(const Aws::String & value)186 inline CreateFleetRequest& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;} 187 188 /** 189 * <p>The unique identifier for a custom game server build to be deployed on fleet 190 * instances. You can use either the build ID or ARN. The build must be uploaded to 191 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 192 * later.</p> 193 */ WithBuildId(Aws::String && value)194 inline CreateFleetRequest& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;} 195 196 /** 197 * <p>The unique identifier for a custom game server build to be deployed on fleet 198 * instances. You can use either the build ID or ARN. The build must be uploaded to 199 * GameLift and in <code>READY</code> status. This fleet property cannot be changed 200 * later.</p> 201 */ WithBuildId(const char * value)202 inline CreateFleetRequest& WithBuildId(const char* value) { SetBuildId(value); return *this;} 203 204 205 /** 206 * <p>The unique identifier for a Realtime configuration script to be deployed on 207 * fleet instances. You can use either the script ID or ARN. Scripts must be 208 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 209 * changed later.</p> 210 */ GetScriptId()211 inline const Aws::String& GetScriptId() const{ return m_scriptId; } 212 213 /** 214 * <p>The unique identifier for a Realtime configuration script to be deployed on 215 * fleet instances. You can use either the script ID or ARN. Scripts must be 216 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 217 * changed later.</p> 218 */ ScriptIdHasBeenSet()219 inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; } 220 221 /** 222 * <p>The unique identifier for a Realtime configuration script to be deployed on 223 * fleet instances. You can use either the script ID or ARN. Scripts must be 224 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 225 * changed later.</p> 226 */ SetScriptId(const Aws::String & value)227 inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; } 228 229 /** 230 * <p>The unique identifier for a Realtime configuration script to be deployed on 231 * fleet instances. You can use either the script ID or ARN. Scripts must be 232 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 233 * changed later.</p> 234 */ SetScriptId(Aws::String && value)235 inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); } 236 237 /** 238 * <p>The unique identifier for a Realtime configuration script to be deployed on 239 * fleet instances. You can use either the script ID or ARN. Scripts must be 240 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 241 * changed later.</p> 242 */ SetScriptId(const char * value)243 inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); } 244 245 /** 246 * <p>The unique identifier for a Realtime configuration script to be deployed on 247 * fleet instances. You can use either the script ID or ARN. Scripts must be 248 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 249 * changed later.</p> 250 */ WithScriptId(const Aws::String & value)251 inline CreateFleetRequest& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;} 252 253 /** 254 * <p>The unique identifier for a Realtime configuration script to be deployed on 255 * fleet instances. You can use either the script ID or ARN. Scripts must be 256 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 257 * changed later.</p> 258 */ WithScriptId(Aws::String && value)259 inline CreateFleetRequest& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;} 260 261 /** 262 * <p>The unique identifier for a Realtime configuration script to be deployed on 263 * fleet instances. You can use either the script ID or ARN. Scripts must be 264 * uploaded to GameLift prior to creating the fleet. This fleet property cannot be 265 * changed later.</p> 266 */ WithScriptId(const char * value)267 inline CreateFleetRequest& WithScriptId(const char* value) { SetScriptId(value); return *this;} 268 269 270 /** 271 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 272 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 273 * parameter instead continue to be valid.</p> 274 */ GetServerLaunchPath()275 inline const Aws::String& GetServerLaunchPath() const{ return m_serverLaunchPath; } 276 277 /** 278 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 279 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 280 * parameter instead continue to be valid.</p> 281 */ ServerLaunchPathHasBeenSet()282 inline bool ServerLaunchPathHasBeenSet() const { return m_serverLaunchPathHasBeenSet; } 283 284 /** 285 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 286 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 287 * parameter instead continue to be valid.</p> 288 */ SetServerLaunchPath(const Aws::String & value)289 inline void SetServerLaunchPath(const Aws::String& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = value; } 290 291 /** 292 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 293 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 294 * parameter instead continue to be valid.</p> 295 */ SetServerLaunchPath(Aws::String && value)296 inline void SetServerLaunchPath(Aws::String&& value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath = std::move(value); } 297 298 /** 299 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 300 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 301 * parameter instead continue to be valid.</p> 302 */ SetServerLaunchPath(const char * value)303 inline void SetServerLaunchPath(const char* value) { m_serverLaunchPathHasBeenSet = true; m_serverLaunchPath.assign(value); } 304 305 /** 306 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 307 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 308 * parameter instead continue to be valid.</p> 309 */ WithServerLaunchPath(const Aws::String & value)310 inline CreateFleetRequest& WithServerLaunchPath(const Aws::String& value) { SetServerLaunchPath(value); return *this;} 311 312 /** 313 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 314 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 315 * parameter instead continue to be valid.</p> 316 */ WithServerLaunchPath(Aws::String && value)317 inline CreateFleetRequest& WithServerLaunchPath(Aws::String&& value) { SetServerLaunchPath(std::move(value)); return *this;} 318 319 /** 320 * <p> <b>This parameter is no longer used.</b> Specify a server launch path using 321 * the <code>RuntimeConfiguration</code> parameter. Requests that use this 322 * parameter instead continue to be valid.</p> 323 */ WithServerLaunchPath(const char * value)324 inline CreateFleetRequest& WithServerLaunchPath(const char* value) { SetServerLaunchPath(value); return *this;} 325 326 327 /** 328 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 329 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 330 * parameter instead continue to be valid.</p> 331 */ GetServerLaunchParameters()332 inline const Aws::String& GetServerLaunchParameters() const{ return m_serverLaunchParameters; } 333 334 /** 335 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 336 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 337 * parameter instead continue to be valid.</p> 338 */ ServerLaunchParametersHasBeenSet()339 inline bool ServerLaunchParametersHasBeenSet() const { return m_serverLaunchParametersHasBeenSet; } 340 341 /** 342 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 343 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 344 * parameter instead continue to be valid.</p> 345 */ SetServerLaunchParameters(const Aws::String & value)346 inline void SetServerLaunchParameters(const Aws::String& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = value; } 347 348 /** 349 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 350 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 351 * parameter instead continue to be valid.</p> 352 */ SetServerLaunchParameters(Aws::String && value)353 inline void SetServerLaunchParameters(Aws::String&& value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters = std::move(value); } 354 355 /** 356 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 357 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 358 * parameter instead continue to be valid.</p> 359 */ SetServerLaunchParameters(const char * value)360 inline void SetServerLaunchParameters(const char* value) { m_serverLaunchParametersHasBeenSet = true; m_serverLaunchParameters.assign(value); } 361 362 /** 363 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 364 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 365 * parameter instead continue to be valid.</p> 366 */ WithServerLaunchParameters(const Aws::String & value)367 inline CreateFleetRequest& WithServerLaunchParameters(const Aws::String& value) { SetServerLaunchParameters(value); return *this;} 368 369 /** 370 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 371 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 372 * parameter instead continue to be valid.</p> 373 */ WithServerLaunchParameters(Aws::String && value)374 inline CreateFleetRequest& WithServerLaunchParameters(Aws::String&& value) { SetServerLaunchParameters(std::move(value)); return *this;} 375 376 /** 377 * <p> <b>This parameter is no longer used.</b> Specify server launch parameters 378 * using the <code>RuntimeConfiguration</code> parameter. Requests that use this 379 * parameter instead continue to be valid.</p> 380 */ WithServerLaunchParameters(const char * value)381 inline CreateFleetRequest& WithServerLaunchParameters(const char* value) { SetServerLaunchParameters(value); return *this;} 382 383 384 /** 385 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 386 * store log files once a server process shuts down, use the GameLift server API 387 * <code>ProcessReady()</code> and specify one or more directory paths in 388 * <code>logParameters</code>. See more information in the <a 389 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 390 * API Reference</a>. </p> 391 */ GetLogPaths()392 inline const Aws::Vector<Aws::String>& GetLogPaths() const{ return m_logPaths; } 393 394 /** 395 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 396 * store log files once a server process shuts down, use the GameLift server API 397 * <code>ProcessReady()</code> and specify one or more directory paths in 398 * <code>logParameters</code>. See more information in the <a 399 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 400 * API Reference</a>. </p> 401 */ LogPathsHasBeenSet()402 inline bool LogPathsHasBeenSet() const { return m_logPathsHasBeenSet; } 403 404 /** 405 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 406 * store log files once a server process shuts down, use the GameLift server API 407 * <code>ProcessReady()</code> and specify one or more directory paths in 408 * <code>logParameters</code>. See more information in the <a 409 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 410 * API Reference</a>. </p> 411 */ SetLogPaths(const Aws::Vector<Aws::String> & value)412 inline void SetLogPaths(const Aws::Vector<Aws::String>& value) { m_logPathsHasBeenSet = true; m_logPaths = value; } 413 414 /** 415 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 416 * store log files once a server process shuts down, use the GameLift server API 417 * <code>ProcessReady()</code> and specify one or more directory paths in 418 * <code>logParameters</code>. See more information in the <a 419 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 420 * API Reference</a>. </p> 421 */ SetLogPaths(Aws::Vector<Aws::String> && value)422 inline void SetLogPaths(Aws::Vector<Aws::String>&& value) { m_logPathsHasBeenSet = true; m_logPaths = std::move(value); } 423 424 /** 425 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 426 * store log files once a server process shuts down, use the GameLift server API 427 * <code>ProcessReady()</code> and specify one or more directory paths in 428 * <code>logParameters</code>. See more information in the <a 429 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 430 * API Reference</a>. </p> 431 */ WithLogPaths(const Aws::Vector<Aws::String> & value)432 inline CreateFleetRequest& WithLogPaths(const Aws::Vector<Aws::String>& value) { SetLogPaths(value); return *this;} 433 434 /** 435 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 436 * store log files once a server process shuts down, use the GameLift server API 437 * <code>ProcessReady()</code> and specify one or more directory paths in 438 * <code>logParameters</code>. See more information in the <a 439 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 440 * API Reference</a>. </p> 441 */ WithLogPaths(Aws::Vector<Aws::String> && value)442 inline CreateFleetRequest& WithLogPaths(Aws::Vector<Aws::String>&& value) { SetLogPaths(std::move(value)); return *this;} 443 444 /** 445 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 446 * store log files once a server process shuts down, use the GameLift server API 447 * <code>ProcessReady()</code> and specify one or more directory paths in 448 * <code>logParameters</code>. See more information in the <a 449 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 450 * API Reference</a>. </p> 451 */ AddLogPaths(const Aws::String & value)452 inline CreateFleetRequest& AddLogPaths(const Aws::String& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; } 453 454 /** 455 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 456 * store log files once a server process shuts down, use the GameLift server API 457 * <code>ProcessReady()</code> and specify one or more directory paths in 458 * <code>logParameters</code>. See more information in the <a 459 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 460 * API Reference</a>. </p> 461 */ AddLogPaths(Aws::String && value)462 inline CreateFleetRequest& AddLogPaths(Aws::String&& value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(std::move(value)); return *this; } 463 464 /** 465 * <p> <b>This parameter is no longer used.</b> To specify where GameLift should 466 * store log files once a server process shuts down, use the GameLift server API 467 * <code>ProcessReady()</code> and specify one or more directory paths in 468 * <code>logParameters</code>. See more information in the <a 469 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server 470 * API Reference</a>. </p> 471 */ AddLogPaths(const char * value)472 inline CreateFleetRequest& AddLogPaths(const char* value) { m_logPathsHasBeenSet = true; m_logPaths.push_back(value); return *this; } 473 474 475 /** 476 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 477 * Instance type determines the computing resources that will be used to host your 478 * game servers, including CPU, memory, storage, and networking capacity. See <a 479 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 480 * for detailed descriptions of EC2 instance types.</p> 481 */ GetEC2InstanceType()482 inline const EC2InstanceType& GetEC2InstanceType() const{ return m_eC2InstanceType; } 483 484 /** 485 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 486 * Instance type determines the computing resources that will be used to host your 487 * game servers, including CPU, memory, storage, and networking capacity. See <a 488 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 489 * for detailed descriptions of EC2 instance types.</p> 490 */ EC2InstanceTypeHasBeenSet()491 inline bool EC2InstanceTypeHasBeenSet() const { return m_eC2InstanceTypeHasBeenSet; } 492 493 /** 494 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 495 * Instance type determines the computing resources that will be used to host your 496 * game servers, including CPU, memory, storage, and networking capacity. See <a 497 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 498 * for detailed descriptions of EC2 instance types.</p> 499 */ SetEC2InstanceType(const EC2InstanceType & value)500 inline void SetEC2InstanceType(const EC2InstanceType& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = value; } 501 502 /** 503 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 504 * Instance type determines the computing resources that will be used to host your 505 * game servers, including CPU, memory, storage, and networking capacity. See <a 506 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 507 * for detailed descriptions of EC2 instance types.</p> 508 */ SetEC2InstanceType(EC2InstanceType && value)509 inline void SetEC2InstanceType(EC2InstanceType&& value) { m_eC2InstanceTypeHasBeenSet = true; m_eC2InstanceType = std::move(value); } 510 511 /** 512 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 513 * Instance type determines the computing resources that will be used to host your 514 * game servers, including CPU, memory, storage, and networking capacity. See <a 515 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 516 * for detailed descriptions of EC2 instance types.</p> 517 */ WithEC2InstanceType(const EC2InstanceType & value)518 inline CreateFleetRequest& WithEC2InstanceType(const EC2InstanceType& value) { SetEC2InstanceType(value); return *this;} 519 520 /** 521 * <p>The GameLift-supported EC2 instance type to use for all fleet instances. 522 * Instance type determines the computing resources that will be used to host your 523 * game servers, including CPU, memory, storage, and networking capacity. See <a 524 * href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> 525 * for detailed descriptions of EC2 instance types.</p> 526 */ WithEC2InstanceType(EC2InstanceType && value)527 inline CreateFleetRequest& WithEC2InstanceType(EC2InstanceType&& value) { SetEC2InstanceType(std::move(value)); return *this;} 528 529 530 /** 531 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 532 * access game sessions on this fleet. If the fleet is hosting a custom game build, 533 * this property must be set before players can connect to game sessions. For 534 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 535 */ GetEC2InboundPermissions()536 inline const Aws::Vector<IpPermission>& GetEC2InboundPermissions() const{ return m_eC2InboundPermissions; } 537 538 /** 539 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 540 * access game sessions on this fleet. If the fleet is hosting a custom game build, 541 * this property must be set before players can connect to game sessions. For 542 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 543 */ EC2InboundPermissionsHasBeenSet()544 inline bool EC2InboundPermissionsHasBeenSet() const { return m_eC2InboundPermissionsHasBeenSet; } 545 546 /** 547 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 548 * access game sessions on this fleet. If the fleet is hosting a custom game build, 549 * this property must be set before players can connect to game sessions. For 550 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 551 */ SetEC2InboundPermissions(const Aws::Vector<IpPermission> & value)552 inline void SetEC2InboundPermissions(const Aws::Vector<IpPermission>& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions = value; } 553 554 /** 555 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 556 * access game sessions on this fleet. If the fleet is hosting a custom game build, 557 * this property must be set before players can connect to game sessions. For 558 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 559 */ SetEC2InboundPermissions(Aws::Vector<IpPermission> && value)560 inline void SetEC2InboundPermissions(Aws::Vector<IpPermission>&& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions = std::move(value); } 561 562 /** 563 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 564 * access game sessions on this fleet. If the fleet is hosting a custom game build, 565 * this property must be set before players can connect to game sessions. For 566 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 567 */ WithEC2InboundPermissions(const Aws::Vector<IpPermission> & value)568 inline CreateFleetRequest& WithEC2InboundPermissions(const Aws::Vector<IpPermission>& value) { SetEC2InboundPermissions(value); return *this;} 569 570 /** 571 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 572 * access game sessions on this fleet. If the fleet is hosting a custom game build, 573 * this property must be set before players can connect to game sessions. For 574 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 575 */ WithEC2InboundPermissions(Aws::Vector<IpPermission> && value)576 inline CreateFleetRequest& WithEC2InboundPermissions(Aws::Vector<IpPermission>&& value) { SetEC2InboundPermissions(std::move(value)); return *this;} 577 578 /** 579 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 580 * access game sessions on this fleet. If the fleet is hosting a custom game build, 581 * this property must be set before players can connect to game sessions. For 582 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 583 */ AddEC2InboundPermissions(const IpPermission & value)584 inline CreateFleetRequest& AddEC2InboundPermissions(const IpPermission& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions.push_back(value); return *this; } 585 586 /** 587 * <p>The allowed IP address ranges and port settings that allow inbound traffic to 588 * access game sessions on this fleet. If the fleet is hosting a custom game build, 589 * this property must be set before players can connect to game sessions. For 590 * Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p> 591 */ AddEC2InboundPermissions(IpPermission && value)592 inline CreateFleetRequest& AddEC2InboundPermissions(IpPermission&& value) { m_eC2InboundPermissionsHasBeenSet = true; m_eC2InboundPermissions.push_back(std::move(value)); return *this; } 593 594 595 /** 596 * <p>The status of termination protection for active game sessions on the fleet. 597 * By default, this property is set to <code>NoProtection</code>. You can also set 598 * game session protection for an individual game session by calling 599 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 600 * can be terminated during active gameplay as a result of a scale-down event. </p> 601 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 602 * status cannot be terminated during a scale-down event.</p> </li> </ul> 603 */ GetNewGameSessionProtectionPolicy()604 inline const ProtectionPolicy& GetNewGameSessionProtectionPolicy() const{ return m_newGameSessionProtectionPolicy; } 605 606 /** 607 * <p>The status of termination protection for active game sessions on the fleet. 608 * By default, this property is set to <code>NoProtection</code>. You can also set 609 * game session protection for an individual game session by calling 610 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 611 * can be terminated during active gameplay as a result of a scale-down event. </p> 612 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 613 * status cannot be terminated during a scale-down event.</p> </li> </ul> 614 */ NewGameSessionProtectionPolicyHasBeenSet()615 inline bool NewGameSessionProtectionPolicyHasBeenSet() const { return m_newGameSessionProtectionPolicyHasBeenSet; } 616 617 /** 618 * <p>The status of termination protection for active game sessions on the fleet. 619 * By default, this property is set to <code>NoProtection</code>. You can also set 620 * game session protection for an individual game session by calling 621 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 622 * can be terminated during active gameplay as a result of a scale-down event. </p> 623 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 624 * status cannot be terminated during a scale-down event.</p> </li> </ul> 625 */ SetNewGameSessionProtectionPolicy(const ProtectionPolicy & value)626 inline void SetNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = value; } 627 628 /** 629 * <p>The status of termination protection for active game sessions on the fleet. 630 * By default, this property is set to <code>NoProtection</code>. You can also set 631 * game session protection for an individual game session by calling 632 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 633 * can be terminated during active gameplay as a result of a scale-down event. </p> 634 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 635 * status cannot be terminated during a scale-down event.</p> </li> </ul> 636 */ SetNewGameSessionProtectionPolicy(ProtectionPolicy && value)637 inline void SetNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { m_newGameSessionProtectionPolicyHasBeenSet = true; m_newGameSessionProtectionPolicy = std::move(value); } 638 639 /** 640 * <p>The status of termination protection for active game sessions on the fleet. 641 * By default, this property is set to <code>NoProtection</code>. You can also set 642 * game session protection for an individual game session by calling 643 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 644 * can be terminated during active gameplay as a result of a scale-down event. </p> 645 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 646 * status cannot be terminated during a scale-down event.</p> </li> </ul> 647 */ WithNewGameSessionProtectionPolicy(const ProtectionPolicy & value)648 inline CreateFleetRequest& WithNewGameSessionProtectionPolicy(const ProtectionPolicy& value) { SetNewGameSessionProtectionPolicy(value); return *this;} 649 650 /** 651 * <p>The status of termination protection for active game sessions on the fleet. 652 * By default, this property is set to <code>NoProtection</code>. You can also set 653 * game session protection for an individual game session by calling 654 * <a>UpdateGameSession</a>.</p> <ul> <li> <p> <b>NoProtection</b> - Game sessions 655 * can be terminated during active gameplay as a result of a scale-down event. </p> 656 * </li> <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> 657 * status cannot be terminated during a scale-down event.</p> </li> </ul> 658 */ WithNewGameSessionProtectionPolicy(ProtectionPolicy && value)659 inline CreateFleetRequest& WithNewGameSessionProtectionPolicy(ProtectionPolicy&& value) { SetNewGameSessionProtectionPolicy(std::move(value)); return *this;} 660 661 662 /** 663 * <p>Instructions for how to launch and maintain server processes on instances in 664 * the fleet. The runtime configuration defines one or more server process 665 * configurations, each identifying a build executable or Realtime script file and 666 * the number of processes of that type to run concurrently. </p> <p>The 667 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 668 * being configured using the older parameters <code>ServerLaunchPath</code> and 669 * <code>ServerLaunchParameters</code>, which are still supported for backward 670 * compatibility.</p> 671 */ GetRuntimeConfiguration()672 inline const RuntimeConfiguration& GetRuntimeConfiguration() const{ return m_runtimeConfiguration; } 673 674 /** 675 * <p>Instructions for how to launch and maintain server processes on instances in 676 * the fleet. The runtime configuration defines one or more server process 677 * configurations, each identifying a build executable or Realtime script file and 678 * the number of processes of that type to run concurrently. </p> <p>The 679 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 680 * being configured using the older parameters <code>ServerLaunchPath</code> and 681 * <code>ServerLaunchParameters</code>, which are still supported for backward 682 * compatibility.</p> 683 */ RuntimeConfigurationHasBeenSet()684 inline bool RuntimeConfigurationHasBeenSet() const { return m_runtimeConfigurationHasBeenSet; } 685 686 /** 687 * <p>Instructions for how to launch and maintain server processes on instances in 688 * the fleet. The runtime configuration defines one or more server process 689 * configurations, each identifying a build executable or Realtime script file and 690 * the number of processes of that type to run concurrently. </p> <p>The 691 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 692 * being configured using the older parameters <code>ServerLaunchPath</code> and 693 * <code>ServerLaunchParameters</code>, which are still supported for backward 694 * compatibility.</p> 695 */ SetRuntimeConfiguration(const RuntimeConfiguration & value)696 inline void SetRuntimeConfiguration(const RuntimeConfiguration& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = value; } 697 698 /** 699 * <p>Instructions for how to launch and maintain server processes on instances in 700 * the fleet. The runtime configuration defines one or more server process 701 * configurations, each identifying a build executable or Realtime script file and 702 * the number of processes of that type to run concurrently. </p> <p>The 703 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 704 * being configured using the older parameters <code>ServerLaunchPath</code> and 705 * <code>ServerLaunchParameters</code>, which are still supported for backward 706 * compatibility.</p> 707 */ SetRuntimeConfiguration(RuntimeConfiguration && value)708 inline void SetRuntimeConfiguration(RuntimeConfiguration&& value) { m_runtimeConfigurationHasBeenSet = true; m_runtimeConfiguration = std::move(value); } 709 710 /** 711 * <p>Instructions for how to launch and maintain server processes on instances in 712 * the fleet. The runtime configuration defines one or more server process 713 * configurations, each identifying a build executable or Realtime script file and 714 * the number of processes of that type to run concurrently. </p> <p>The 715 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 716 * being configured using the older parameters <code>ServerLaunchPath</code> and 717 * <code>ServerLaunchParameters</code>, which are still supported for backward 718 * compatibility.</p> 719 */ WithRuntimeConfiguration(const RuntimeConfiguration & value)720 inline CreateFleetRequest& WithRuntimeConfiguration(const RuntimeConfiguration& value) { SetRuntimeConfiguration(value); return *this;} 721 722 /** 723 * <p>Instructions for how to launch and maintain server processes on instances in 724 * the fleet. The runtime configuration defines one or more server process 725 * configurations, each identifying a build executable or Realtime script file and 726 * the number of processes of that type to run concurrently. </p> <p>The 727 * <code>RuntimeConfiguration</code> parameter is required unless the fleet is 728 * being configured using the older parameters <code>ServerLaunchPath</code> and 729 * <code>ServerLaunchParameters</code>, which are still supported for backward 730 * compatibility.</p> 731 */ WithRuntimeConfiguration(RuntimeConfiguration && value)732 inline CreateFleetRequest& WithRuntimeConfiguration(RuntimeConfiguration&& value) { SetRuntimeConfiguration(std::move(value)); return *this;} 733 734 735 /** 736 * <p>A policy that limits the number of game sessions that an individual player 737 * can create on instances in this fleet within a specified span of time.</p> 738 */ GetResourceCreationLimitPolicy()739 inline const ResourceCreationLimitPolicy& GetResourceCreationLimitPolicy() const{ return m_resourceCreationLimitPolicy; } 740 741 /** 742 * <p>A policy that limits the number of game sessions that an individual player 743 * can create on instances in this fleet within a specified span of time.</p> 744 */ ResourceCreationLimitPolicyHasBeenSet()745 inline bool ResourceCreationLimitPolicyHasBeenSet() const { return m_resourceCreationLimitPolicyHasBeenSet; } 746 747 /** 748 * <p>A policy that limits the number of game sessions that an individual player 749 * can create on instances in this fleet within a specified span of time.</p> 750 */ SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy & value)751 inline void SetResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = value; } 752 753 /** 754 * <p>A policy that limits the number of game sessions that an individual player 755 * can create on instances in this fleet within a specified span of time.</p> 756 */ SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy && value)757 inline void SetResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { m_resourceCreationLimitPolicyHasBeenSet = true; m_resourceCreationLimitPolicy = std::move(value); } 758 759 /** 760 * <p>A policy that limits the number of game sessions that an individual player 761 * can create on instances in this fleet within a specified span of time.</p> 762 */ WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy & value)763 inline CreateFleetRequest& WithResourceCreationLimitPolicy(const ResourceCreationLimitPolicy& value) { SetResourceCreationLimitPolicy(value); return *this;} 764 765 /** 766 * <p>A policy that limits the number of game sessions that an individual player 767 * can create on instances in this fleet within a specified span of time.</p> 768 */ WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy && value)769 inline CreateFleetRequest& WithResourceCreationLimitPolicy(ResourceCreationLimitPolicy&& value) { SetResourceCreationLimitPolicy(std::move(value)); return *this;} 770 771 772 /** 773 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 774 * group is used to aggregate the metrics for multiple fleets. You can specify an 775 * existing metric group name or set a new name to create a new metric group. A 776 * fleet can be included in only one metric group at a time. </p> 777 */ GetMetricGroups()778 inline const Aws::Vector<Aws::String>& GetMetricGroups() const{ return m_metricGroups; } 779 780 /** 781 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 782 * group is used to aggregate the metrics for multiple fleets. You can specify an 783 * existing metric group name or set a new name to create a new metric group. A 784 * fleet can be included in only one metric group at a time. </p> 785 */ MetricGroupsHasBeenSet()786 inline bool MetricGroupsHasBeenSet() const { return m_metricGroupsHasBeenSet; } 787 788 /** 789 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 790 * group is used to aggregate the metrics for multiple fleets. You can specify an 791 * existing metric group name or set a new name to create a new metric group. A 792 * fleet can be included in only one metric group at a time. </p> 793 */ SetMetricGroups(const Aws::Vector<Aws::String> & value)794 inline void SetMetricGroups(const Aws::Vector<Aws::String>& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = value; } 795 796 /** 797 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 798 * group is used to aggregate the metrics for multiple fleets. You can specify an 799 * existing metric group name or set a new name to create a new metric group. A 800 * fleet can be included in only one metric group at a time. </p> 801 */ SetMetricGroups(Aws::Vector<Aws::String> && value)802 inline void SetMetricGroups(Aws::Vector<Aws::String>&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups = std::move(value); } 803 804 /** 805 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 806 * group is used to aggregate the metrics for multiple fleets. You can specify an 807 * existing metric group name or set a new name to create a new metric group. A 808 * fleet can be included in only one metric group at a time. </p> 809 */ WithMetricGroups(const Aws::Vector<Aws::String> & value)810 inline CreateFleetRequest& WithMetricGroups(const Aws::Vector<Aws::String>& value) { SetMetricGroups(value); return *this;} 811 812 /** 813 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 814 * group is used to aggregate the metrics for multiple fleets. You can specify an 815 * existing metric group name or set a new name to create a new metric group. A 816 * fleet can be included in only one metric group at a time. </p> 817 */ WithMetricGroups(Aws::Vector<Aws::String> && value)818 inline CreateFleetRequest& WithMetricGroups(Aws::Vector<Aws::String>&& value) { SetMetricGroups(std::move(value)); return *this;} 819 820 /** 821 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 822 * group is used to aggregate the metrics for multiple fleets. You can specify an 823 * existing metric group name or set a new name to create a new metric group. A 824 * fleet can be included in only one metric group at a time. </p> 825 */ AddMetricGroups(const Aws::String & value)826 inline CreateFleetRequest& AddMetricGroups(const Aws::String& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } 827 828 /** 829 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 830 * group is used to aggregate the metrics for multiple fleets. You can specify an 831 * existing metric group name or set a new name to create a new metric group. A 832 * fleet can be included in only one metric group at a time. </p> 833 */ AddMetricGroups(Aws::String && value)834 inline CreateFleetRequest& AddMetricGroups(Aws::String&& value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(std::move(value)); return *this; } 835 836 /** 837 * <p>The name of an AWS CloudWatch metric group to add this fleet to. A metric 838 * group is used to aggregate the metrics for multiple fleets. You can specify an 839 * existing metric group name or set a new name to create a new metric group. A 840 * fleet can be included in only one metric group at a time. </p> 841 */ AddMetricGroups(const char * value)842 inline CreateFleetRequest& AddMetricGroups(const char* value) { m_metricGroupsHasBeenSet = true; m_metricGroups.push_back(value); return *this; } 843 844 845 /** 846 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 847 * the AWS account that owns the VPC. You can find your account ID in the AWS 848 * Management Console under account settings. </p> 849 */ GetPeerVpcAwsAccountId()850 inline const Aws::String& GetPeerVpcAwsAccountId() const{ return m_peerVpcAwsAccountId; } 851 852 /** 853 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 854 * the AWS account that owns the VPC. You can find your account ID in the AWS 855 * Management Console under account settings. </p> 856 */ PeerVpcAwsAccountIdHasBeenSet()857 inline bool PeerVpcAwsAccountIdHasBeenSet() const { return m_peerVpcAwsAccountIdHasBeenSet; } 858 859 /** 860 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 861 * the AWS account that owns the VPC. You can find your account ID in the AWS 862 * Management Console under account settings. </p> 863 */ SetPeerVpcAwsAccountId(const Aws::String & value)864 inline void SetPeerVpcAwsAccountId(const Aws::String& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = value; } 865 866 /** 867 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 868 * the AWS account that owns the VPC. You can find your account ID in the AWS 869 * Management Console under account settings. </p> 870 */ SetPeerVpcAwsAccountId(Aws::String && value)871 inline void SetPeerVpcAwsAccountId(Aws::String&& value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId = std::move(value); } 872 873 /** 874 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 875 * the AWS account that owns the VPC. You can find your account ID in the AWS 876 * Management Console under account settings. </p> 877 */ SetPeerVpcAwsAccountId(const char * value)878 inline void SetPeerVpcAwsAccountId(const char* value) { m_peerVpcAwsAccountIdHasBeenSet = true; m_peerVpcAwsAccountId.assign(value); } 879 880 /** 881 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 882 * the AWS account that owns the VPC. You can find your account ID in the AWS 883 * Management Console under account settings. </p> 884 */ WithPeerVpcAwsAccountId(const Aws::String & value)885 inline CreateFleetRequest& WithPeerVpcAwsAccountId(const Aws::String& value) { SetPeerVpcAwsAccountId(value); return *this;} 886 887 /** 888 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 889 * the AWS account that owns the VPC. You can find your account ID in the AWS 890 * Management Console under account settings. </p> 891 */ WithPeerVpcAwsAccountId(Aws::String && value)892 inline CreateFleetRequest& WithPeerVpcAwsAccountId(Aws::String&& value) { SetPeerVpcAwsAccountId(std::move(value)); return *this;} 893 894 /** 895 * <p>Used when peering your GameLift fleet with a VPC, the unique identifier for 896 * the AWS account that owns the VPC. You can find your account ID in the AWS 897 * Management Console under account settings. </p> 898 */ WithPeerVpcAwsAccountId(const char * value)899 inline CreateFleetRequest& WithPeerVpcAwsAccountId(const char* value) { SetPeerVpcAwsAccountId(value); return *this;} 900 901 902 /** 903 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 904 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 905 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 906 * AWS Management Console. Learn more about VPC peering in <a 907 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 908 * Peering with GameLift Fleets</a>. </p> 909 */ GetPeerVpcId()910 inline const Aws::String& GetPeerVpcId() const{ return m_peerVpcId; } 911 912 /** 913 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 914 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 915 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 916 * AWS Management Console. Learn more about VPC peering in <a 917 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 918 * Peering with GameLift Fleets</a>. </p> 919 */ PeerVpcIdHasBeenSet()920 inline bool PeerVpcIdHasBeenSet() const { return m_peerVpcIdHasBeenSet; } 921 922 /** 923 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 924 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 925 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 926 * AWS Management Console. Learn more about VPC peering in <a 927 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 928 * Peering with GameLift Fleets</a>. </p> 929 */ SetPeerVpcId(const Aws::String & value)930 inline void SetPeerVpcId(const Aws::String& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = value; } 931 932 /** 933 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 934 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 935 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 936 * AWS Management Console. Learn more about VPC peering in <a 937 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 938 * Peering with GameLift Fleets</a>. </p> 939 */ SetPeerVpcId(Aws::String && value)940 inline void SetPeerVpcId(Aws::String&& value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId = std::move(value); } 941 942 /** 943 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 944 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 945 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 946 * AWS Management Console. Learn more about VPC peering in <a 947 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 948 * Peering with GameLift Fleets</a>. </p> 949 */ SetPeerVpcId(const char * value)950 inline void SetPeerVpcId(const char* value) { m_peerVpcIdHasBeenSet = true; m_peerVpcId.assign(value); } 951 952 /** 953 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 954 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 955 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 956 * AWS Management Console. Learn more about VPC peering in <a 957 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 958 * Peering with GameLift Fleets</a>. </p> 959 */ WithPeerVpcId(const Aws::String & value)960 inline CreateFleetRequest& WithPeerVpcId(const Aws::String& value) { SetPeerVpcId(value); return *this;} 961 962 /** 963 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 964 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 965 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 966 * AWS Management Console. Learn more about VPC peering in <a 967 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 968 * Peering with GameLift Fleets</a>. </p> 969 */ WithPeerVpcId(Aws::String && value)970 inline CreateFleetRequest& WithPeerVpcId(Aws::String&& value) { SetPeerVpcId(std::move(value)); return *this;} 971 972 /** 973 * <p>A unique identifier for a VPC with resources to be accessed by your GameLift 974 * fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, 975 * use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the 976 * AWS Management Console. Learn more about VPC peering in <a 977 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC 978 * Peering with GameLift Fleets</a>. </p> 979 */ WithPeerVpcId(const char * value)980 inline CreateFleetRequest& WithPeerVpcId(const char* value) { SetPeerVpcId(value); return *this;} 981 982 983 /** 984 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 985 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 986 * to use <a 987 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 988 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 989 * fleet is created.</p> 990 */ GetFleetType()991 inline const FleetType& GetFleetType() const{ return m_fleetType; } 992 993 /** 994 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 995 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 996 * to use <a 997 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 998 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 999 * fleet is created.</p> 1000 */ FleetTypeHasBeenSet()1001 inline bool FleetTypeHasBeenSet() const { return m_fleetTypeHasBeenSet; } 1002 1003 /** 1004 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 1005 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 1006 * to use <a 1007 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 1008 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 1009 * fleet is created.</p> 1010 */ SetFleetType(const FleetType & value)1011 inline void SetFleetType(const FleetType& value) { m_fleetTypeHasBeenSet = true; m_fleetType = value; } 1012 1013 /** 1014 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 1015 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 1016 * to use <a 1017 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 1018 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 1019 * fleet is created.</p> 1020 */ SetFleetType(FleetType && value)1021 inline void SetFleetType(FleetType&& value) { m_fleetTypeHasBeenSet = true; m_fleetType = std::move(value); } 1022 1023 /** 1024 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 1025 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 1026 * to use <a 1027 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 1028 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 1029 * fleet is created.</p> 1030 */ WithFleetType(const FleetType & value)1031 inline CreateFleetRequest& WithFleetType(const FleetType& value) { SetFleetType(value); return *this;} 1032 1033 /** 1034 * <p>Indicates whether to use On-Demand or Spot instances for this fleet. By 1035 * default, this property is set to <code>ON_DEMAND</code>. Learn more about when 1036 * to use <a 1037 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> 1038 * On-Demand versus Spot Instances</a>. This property cannot be changed after the 1039 * fleet is created.</p> 1040 */ WithFleetType(FleetType && value)1041 inline CreateFleetRequest& WithFleetType(FleetType&& value) { SetFleetType(std::move(value)); return *this;} 1042 1043 1044 /** 1045 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1046 * services. With an instance role ARN set, any application that runs on an 1047 * instance in this fleet can assume the role, including install scripts, server 1048 * processes, and daemons (background processes). Create a role or look up a role's 1049 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1050 * in the AWS Management Console. Learn more about using on-box credentials for 1051 * your game servers at <a 1052 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1053 * Access external resources from a game server</a>. This property cannot be 1054 * changed after the fleet is created.</p> 1055 */ GetInstanceRoleArn()1056 inline const Aws::String& GetInstanceRoleArn() const{ return m_instanceRoleArn; } 1057 1058 /** 1059 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1060 * services. With an instance role ARN set, any application that runs on an 1061 * instance in this fleet can assume the role, including install scripts, server 1062 * processes, and daemons (background processes). Create a role or look up a role's 1063 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1064 * in the AWS Management Console. Learn more about using on-box credentials for 1065 * your game servers at <a 1066 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1067 * Access external resources from a game server</a>. This property cannot be 1068 * changed after the fleet is created.</p> 1069 */ InstanceRoleArnHasBeenSet()1070 inline bool InstanceRoleArnHasBeenSet() const { return m_instanceRoleArnHasBeenSet; } 1071 1072 /** 1073 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1074 * services. With an instance role ARN set, any application that runs on an 1075 * instance in this fleet can assume the role, including install scripts, server 1076 * processes, and daemons (background processes). Create a role or look up a role's 1077 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1078 * in the AWS Management Console. Learn more about using on-box credentials for 1079 * your game servers at <a 1080 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1081 * Access external resources from a game server</a>. This property cannot be 1082 * changed after the fleet is created.</p> 1083 */ SetInstanceRoleArn(const Aws::String & value)1084 inline void SetInstanceRoleArn(const Aws::String& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = value; } 1085 1086 /** 1087 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1088 * services. With an instance role ARN set, any application that runs on an 1089 * instance in this fleet can assume the role, including install scripts, server 1090 * processes, and daemons (background processes). Create a role or look up a role's 1091 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1092 * in the AWS Management Console. Learn more about using on-box credentials for 1093 * your game servers at <a 1094 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1095 * Access external resources from a game server</a>. This property cannot be 1096 * changed after the fleet is created.</p> 1097 */ SetInstanceRoleArn(Aws::String && value)1098 inline void SetInstanceRoleArn(Aws::String&& value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn = std::move(value); } 1099 1100 /** 1101 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1102 * services. With an instance role ARN set, any application that runs on an 1103 * instance in this fleet can assume the role, including install scripts, server 1104 * processes, and daemons (background processes). Create a role or look up a role's 1105 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1106 * in the AWS Management Console. Learn more about using on-box credentials for 1107 * your game servers at <a 1108 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1109 * Access external resources from a game server</a>. This property cannot be 1110 * changed after the fleet is created.</p> 1111 */ SetInstanceRoleArn(const char * value)1112 inline void SetInstanceRoleArn(const char* value) { m_instanceRoleArnHasBeenSet = true; m_instanceRoleArn.assign(value); } 1113 1114 /** 1115 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1116 * services. With an instance role ARN set, any application that runs on an 1117 * instance in this fleet can assume the role, including install scripts, server 1118 * processes, and daemons (background processes). Create a role or look up a role's 1119 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1120 * in the AWS Management Console. Learn more about using on-box credentials for 1121 * your game servers at <a 1122 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1123 * Access external resources from a game server</a>. This property cannot be 1124 * changed after the fleet is created.</p> 1125 */ WithInstanceRoleArn(const Aws::String & value)1126 inline CreateFleetRequest& WithInstanceRoleArn(const Aws::String& value) { SetInstanceRoleArn(value); return *this;} 1127 1128 /** 1129 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1130 * services. With an instance role ARN set, any application that runs on an 1131 * instance in this fleet can assume the role, including install scripts, server 1132 * processes, and daemons (background processes). Create a role or look up a role's 1133 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1134 * in the AWS Management Console. Learn more about using on-box credentials for 1135 * your game servers at <a 1136 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1137 * Access external resources from a game server</a>. This property cannot be 1138 * changed after the fleet is created.</p> 1139 */ WithInstanceRoleArn(Aws::String && value)1140 inline CreateFleetRequest& WithInstanceRoleArn(Aws::String&& value) { SetInstanceRoleArn(std::move(value)); return *this;} 1141 1142 /** 1143 * <p>A unique identifier for an AWS IAM role that manages access to your AWS 1144 * services. With an instance role ARN set, any application that runs on an 1145 * instance in this fleet can assume the role, including install scripts, server 1146 * processes, and daemons (background processes). Create a role or look up a role's 1147 * ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> 1148 * in the AWS Management Console. Learn more about using on-box credentials for 1149 * your game servers at <a 1150 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> 1151 * Access external resources from a game server</a>. This property cannot be 1152 * changed after the fleet is created.</p> 1153 */ WithInstanceRoleArn(const char * value)1154 inline CreateFleetRequest& WithInstanceRoleArn(const char* value) { SetInstanceRoleArn(value); return *this;} 1155 1156 1157 /** 1158 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1159 * certificates are used for encrypting traffic between game clients and the game 1160 * servers that are running on GameLift. By default, the 1161 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1162 * more at <a 1163 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1164 * Client/Server Communication</a>. This property cannot be changed after the fleet 1165 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1166 * (ACM) service, which is not available in all AWS regions. When working in a 1167 * region that does not support this feature, a fleet creation request with 1168 * certificate generation fails with a 4xx error.</p> 1169 */ GetCertificateConfiguration()1170 inline const CertificateConfiguration& GetCertificateConfiguration() const{ return m_certificateConfiguration; } 1171 1172 /** 1173 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1174 * certificates are used for encrypting traffic between game clients and the game 1175 * servers that are running on GameLift. By default, the 1176 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1177 * more at <a 1178 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1179 * Client/Server Communication</a>. This property cannot be changed after the fleet 1180 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1181 * (ACM) service, which is not available in all AWS regions. When working in a 1182 * region that does not support this feature, a fleet creation request with 1183 * certificate generation fails with a 4xx error.</p> 1184 */ CertificateConfigurationHasBeenSet()1185 inline bool CertificateConfigurationHasBeenSet() const { return m_certificateConfigurationHasBeenSet; } 1186 1187 /** 1188 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1189 * certificates are used for encrypting traffic between game clients and the game 1190 * servers that are running on GameLift. By default, the 1191 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1192 * more at <a 1193 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1194 * Client/Server Communication</a>. This property cannot be changed after the fleet 1195 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1196 * (ACM) service, which is not available in all AWS regions. When working in a 1197 * region that does not support this feature, a fleet creation request with 1198 * certificate generation fails with a 4xx error.</p> 1199 */ SetCertificateConfiguration(const CertificateConfiguration & value)1200 inline void SetCertificateConfiguration(const CertificateConfiguration& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = value; } 1201 1202 /** 1203 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1204 * certificates are used for encrypting traffic between game clients and the game 1205 * servers that are running on GameLift. By default, the 1206 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1207 * more at <a 1208 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1209 * Client/Server Communication</a>. This property cannot be changed after the fleet 1210 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1211 * (ACM) service, which is not available in all AWS regions. When working in a 1212 * region that does not support this feature, a fleet creation request with 1213 * certificate generation fails with a 4xx error.</p> 1214 */ SetCertificateConfiguration(CertificateConfiguration && value)1215 inline void SetCertificateConfiguration(CertificateConfiguration&& value) { m_certificateConfigurationHasBeenSet = true; m_certificateConfiguration = std::move(value); } 1216 1217 /** 1218 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1219 * certificates are used for encrypting traffic between game clients and the game 1220 * servers that are running on GameLift. By default, the 1221 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1222 * more at <a 1223 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1224 * Client/Server Communication</a>. This property cannot be changed after the fleet 1225 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1226 * (ACM) service, which is not available in all AWS regions. When working in a 1227 * region that does not support this feature, a fleet creation request with 1228 * certificate generation fails with a 4xx error.</p> 1229 */ WithCertificateConfiguration(const CertificateConfiguration & value)1230 inline CreateFleetRequest& WithCertificateConfiguration(const CertificateConfiguration& value) { SetCertificateConfiguration(value); return *this;} 1231 1232 /** 1233 * <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS 1234 * certificates are used for encrypting traffic between game clients and the game 1235 * servers that are running on GameLift. By default, the 1236 * <code>CertificateConfiguration</code> is set to <code>DISABLED</code>. Learn 1237 * more at <a 1238 * href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security">Securing 1239 * Client/Server Communication</a>. This property cannot be changed after the fleet 1240 * is created. </p> <p>Note: This feature requires the AWS Certificate Manager 1241 * (ACM) service, which is not available in all AWS regions. When working in a 1242 * region that does not support this feature, a fleet creation request with 1243 * certificate generation fails with a 4xx error.</p> 1244 */ WithCertificateConfiguration(CertificateConfiguration && value)1245 inline CreateFleetRequest& WithCertificateConfiguration(CertificateConfiguration&& value) { SetCertificateConfiguration(std::move(value)); return *this;} 1246 1247 1248 /** 1249 * <p>A set of remote locations to deploy additional instances to and manage as 1250 * part of the fleet. This parameter can only be used when creating fleets in AWS 1251 * Regions that support multiple locations. You can add any GameLift-supported AWS 1252 * Region as a remote location, in the form of an AWS Region code such as 1253 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1254 * only, omit this parameter. </p> 1255 */ GetLocations()1256 inline const Aws::Vector<LocationConfiguration>& GetLocations() const{ return m_locations; } 1257 1258 /** 1259 * <p>A set of remote locations to deploy additional instances to and manage as 1260 * part of the fleet. This parameter can only be used when creating fleets in AWS 1261 * Regions that support multiple locations. You can add any GameLift-supported AWS 1262 * Region as a remote location, in the form of an AWS Region code such as 1263 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1264 * only, omit this parameter. </p> 1265 */ LocationsHasBeenSet()1266 inline bool LocationsHasBeenSet() const { return m_locationsHasBeenSet; } 1267 1268 /** 1269 * <p>A set of remote locations to deploy additional instances to and manage as 1270 * part of the fleet. This parameter can only be used when creating fleets in AWS 1271 * Regions that support multiple locations. You can add any GameLift-supported AWS 1272 * Region as a remote location, in the form of an AWS Region code such as 1273 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1274 * only, omit this parameter. </p> 1275 */ SetLocations(const Aws::Vector<LocationConfiguration> & value)1276 inline void SetLocations(const Aws::Vector<LocationConfiguration>& value) { m_locationsHasBeenSet = true; m_locations = value; } 1277 1278 /** 1279 * <p>A set of remote locations to deploy additional instances to and manage as 1280 * part of the fleet. This parameter can only be used when creating fleets in AWS 1281 * Regions that support multiple locations. You can add any GameLift-supported AWS 1282 * Region as a remote location, in the form of an AWS Region code such as 1283 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1284 * only, omit this parameter. </p> 1285 */ SetLocations(Aws::Vector<LocationConfiguration> && value)1286 inline void SetLocations(Aws::Vector<LocationConfiguration>&& value) { m_locationsHasBeenSet = true; m_locations = std::move(value); } 1287 1288 /** 1289 * <p>A set of remote locations to deploy additional instances to and manage as 1290 * part of the fleet. This parameter can only be used when creating fleets in AWS 1291 * Regions that support multiple locations. You can add any GameLift-supported AWS 1292 * Region as a remote location, in the form of an AWS Region code such as 1293 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1294 * only, omit this parameter. </p> 1295 */ WithLocations(const Aws::Vector<LocationConfiguration> & value)1296 inline CreateFleetRequest& WithLocations(const Aws::Vector<LocationConfiguration>& value) { SetLocations(value); return *this;} 1297 1298 /** 1299 * <p>A set of remote locations to deploy additional instances to and manage as 1300 * part of the fleet. This parameter can only be used when creating fleets in AWS 1301 * Regions that support multiple locations. You can add any GameLift-supported AWS 1302 * Region as a remote location, in the form of an AWS Region code such as 1303 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1304 * only, omit this parameter. </p> 1305 */ WithLocations(Aws::Vector<LocationConfiguration> && value)1306 inline CreateFleetRequest& WithLocations(Aws::Vector<LocationConfiguration>&& value) { SetLocations(std::move(value)); return *this;} 1307 1308 /** 1309 * <p>A set of remote locations to deploy additional instances to and manage as 1310 * part of the fleet. This parameter can only be used when creating fleets in AWS 1311 * Regions that support multiple locations. You can add any GameLift-supported AWS 1312 * Region as a remote location, in the form of an AWS Region code such as 1313 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1314 * only, omit this parameter. </p> 1315 */ AddLocations(const LocationConfiguration & value)1316 inline CreateFleetRequest& AddLocations(const LocationConfiguration& value) { m_locationsHasBeenSet = true; m_locations.push_back(value); return *this; } 1317 1318 /** 1319 * <p>A set of remote locations to deploy additional instances to and manage as 1320 * part of the fleet. This parameter can only be used when creating fleets in AWS 1321 * Regions that support multiple locations. You can add any GameLift-supported AWS 1322 * Region as a remote location, in the form of an AWS Region code such as 1323 * <code>us-west-2</code>. To create a fleet with instances in the home Region 1324 * only, omit this parameter. </p> 1325 */ AddLocations(LocationConfiguration && value)1326 inline CreateFleetRequest& AddLocations(LocationConfiguration&& value) { m_locationsHasBeenSet = true; m_locations.push_back(std::move(value)); return *this; } 1327 1328 1329 /** 1330 * <p>A list of labels to assign to the new fleet resource. Tags are 1331 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1332 * management, access management and cost allocation. For more information, see <a 1333 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1334 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1335 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1336 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1337 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1338 * tagging limits.</p> 1339 */ GetTags()1340 inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; } 1341 1342 /** 1343 * <p>A list of labels to assign to the new fleet resource. Tags are 1344 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1345 * management, access management and cost allocation. For more information, see <a 1346 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1347 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1348 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1349 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1350 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1351 * tagging limits.</p> 1352 */ TagsHasBeenSet()1353 inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } 1354 1355 /** 1356 * <p>A list of labels to assign to the new fleet resource. Tags are 1357 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1358 * management, access management and cost allocation. For more information, see <a 1359 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1360 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1361 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1362 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1363 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1364 * tagging limits.</p> 1365 */ SetTags(const Aws::Vector<Tag> & value)1366 inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; } 1367 1368 /** 1369 * <p>A list of labels to assign to the new fleet resource. Tags are 1370 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1371 * management, access management and cost allocation. For more information, see <a 1372 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1373 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1374 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1375 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1376 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1377 * tagging limits.</p> 1378 */ SetTags(Aws::Vector<Tag> && value)1379 inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } 1380 1381 /** 1382 * <p>A list of labels to assign to the new fleet resource. Tags are 1383 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1384 * management, access management and cost allocation. For more information, see <a 1385 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1386 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1387 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1388 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1389 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1390 * tagging limits.</p> 1391 */ WithTags(const Aws::Vector<Tag> & value)1392 inline CreateFleetRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;} 1393 1394 /** 1395 * <p>A list of labels to assign to the new fleet resource. Tags are 1396 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1397 * management, access management and cost allocation. For more information, see <a 1398 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1399 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1400 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1401 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1402 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1403 * tagging limits.</p> 1404 */ WithTags(Aws::Vector<Tag> && value)1405 inline CreateFleetRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;} 1406 1407 /** 1408 * <p>A list of labels to assign to the new fleet resource. Tags are 1409 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1410 * management, access management and cost allocation. For more information, see <a 1411 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1412 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1413 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1414 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1415 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1416 * tagging limits.</p> 1417 */ AddTags(const Tag & value)1418 inline CreateFleetRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } 1419 1420 /** 1421 * <p>A list of labels to assign to the new fleet resource. Tags are 1422 * developer-defined key-value pairs. Tagging AWS resources are useful for resource 1423 * management, access management and cost allocation. For more information, see <a 1424 * href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging 1425 * AWS Resources</a> in the <i>AWS General Reference</i>. Once the fleet is 1426 * created, you can use <a>TagResource</a>, <a>UntagResource</a>, and 1427 * <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit 1428 * may be lower than stated. See the <i>AWS General Reference</i> for actual 1429 * tagging limits.</p> 1430 */ AddTags(Tag && value)1431 inline CreateFleetRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; } 1432 1433 private: 1434 1435 Aws::String m_name; 1436 bool m_nameHasBeenSet; 1437 1438 Aws::String m_description; 1439 bool m_descriptionHasBeenSet; 1440 1441 Aws::String m_buildId; 1442 bool m_buildIdHasBeenSet; 1443 1444 Aws::String m_scriptId; 1445 bool m_scriptIdHasBeenSet; 1446 1447 Aws::String m_serverLaunchPath; 1448 bool m_serverLaunchPathHasBeenSet; 1449 1450 Aws::String m_serverLaunchParameters; 1451 bool m_serverLaunchParametersHasBeenSet; 1452 1453 Aws::Vector<Aws::String> m_logPaths; 1454 bool m_logPathsHasBeenSet; 1455 1456 EC2InstanceType m_eC2InstanceType; 1457 bool m_eC2InstanceTypeHasBeenSet; 1458 1459 Aws::Vector<IpPermission> m_eC2InboundPermissions; 1460 bool m_eC2InboundPermissionsHasBeenSet; 1461 1462 ProtectionPolicy m_newGameSessionProtectionPolicy; 1463 bool m_newGameSessionProtectionPolicyHasBeenSet; 1464 1465 RuntimeConfiguration m_runtimeConfiguration; 1466 bool m_runtimeConfigurationHasBeenSet; 1467 1468 ResourceCreationLimitPolicy m_resourceCreationLimitPolicy; 1469 bool m_resourceCreationLimitPolicyHasBeenSet; 1470 1471 Aws::Vector<Aws::String> m_metricGroups; 1472 bool m_metricGroupsHasBeenSet; 1473 1474 Aws::String m_peerVpcAwsAccountId; 1475 bool m_peerVpcAwsAccountIdHasBeenSet; 1476 1477 Aws::String m_peerVpcId; 1478 bool m_peerVpcIdHasBeenSet; 1479 1480 FleetType m_fleetType; 1481 bool m_fleetTypeHasBeenSet; 1482 1483 Aws::String m_instanceRoleArn; 1484 bool m_instanceRoleArnHasBeenSet; 1485 1486 CertificateConfiguration m_certificateConfiguration; 1487 bool m_certificateConfigurationHasBeenSet; 1488 1489 Aws::Vector<LocationConfiguration> m_locations; 1490 bool m_locationsHasBeenSet; 1491 1492 Aws::Vector<Tag> m_tags; 1493 bool m_tagsHasBeenSet; 1494 }; 1495 1496 } // namespace Model 1497 } // namespace GameLift 1498 } // namespace Aws 1499