AWS SDK for C++  1.7.346
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::CreateFleetRequest Class Reference

#include <CreateFleetRequest.h>

+ Inheritance diagram for Aws::GameLift::Model::CreateFleetRequest:

Public Member Functions

 CreateFleetRequest ()
 
virtual const char * GetServiceRequestName () const override
 
Aws::String SerializePayload () const override
 
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders () const override
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
CreateFleetRequestWithName (const Aws::String &value)
 
CreateFleetRequestWithName (Aws::String &&value)
 
CreateFleetRequestWithName (const char *value)
 
const Aws::StringGetDescription () const
 
bool DescriptionHasBeenSet () const
 
void SetDescription (const Aws::String &value)
 
void SetDescription (Aws::String &&value)
 
void SetDescription (const char *value)
 
CreateFleetRequestWithDescription (const Aws::String &value)
 
CreateFleetRequestWithDescription (Aws::String &&value)
 
CreateFleetRequestWithDescription (const char *value)
 
const Aws::StringGetBuildId () const
 
bool BuildIdHasBeenSet () const
 
void SetBuildId (const Aws::String &value)
 
void SetBuildId (Aws::String &&value)
 
void SetBuildId (const char *value)
 
CreateFleetRequestWithBuildId (const Aws::String &value)
 
CreateFleetRequestWithBuildId (Aws::String &&value)
 
CreateFleetRequestWithBuildId (const char *value)
 
const Aws::StringGetScriptId () const
 
bool ScriptIdHasBeenSet () const
 
void SetScriptId (const Aws::String &value)
 
void SetScriptId (Aws::String &&value)
 
void SetScriptId (const char *value)
 
CreateFleetRequestWithScriptId (const Aws::String &value)
 
CreateFleetRequestWithScriptId (Aws::String &&value)
 
CreateFleetRequestWithScriptId (const char *value)
 
const Aws::StringGetServerLaunchPath () const
 
bool ServerLaunchPathHasBeenSet () const
 
void SetServerLaunchPath (const Aws::String &value)
 
void SetServerLaunchPath (Aws::String &&value)
 
void SetServerLaunchPath (const char *value)
 
CreateFleetRequestWithServerLaunchPath (const Aws::String &value)
 
CreateFleetRequestWithServerLaunchPath (Aws::String &&value)
 
CreateFleetRequestWithServerLaunchPath (const char *value)
 
const Aws::StringGetServerLaunchParameters () const
 
bool ServerLaunchParametersHasBeenSet () const
 
void SetServerLaunchParameters (const Aws::String &value)
 
void SetServerLaunchParameters (Aws::String &&value)
 
void SetServerLaunchParameters (const char *value)
 
CreateFleetRequestWithServerLaunchParameters (const Aws::String &value)
 
CreateFleetRequestWithServerLaunchParameters (Aws::String &&value)
 
CreateFleetRequestWithServerLaunchParameters (const char *value)
 
const Aws::Vector< Aws::String > & GetLogPaths () const
 
bool LogPathsHasBeenSet () const
 
void SetLogPaths (const Aws::Vector< Aws::String > &value)
 
void SetLogPaths (Aws::Vector< Aws::String > &&value)
 
CreateFleetRequestWithLogPaths (const Aws::Vector< Aws::String > &value)
 
CreateFleetRequestWithLogPaths (Aws::Vector< Aws::String > &&value)
 
CreateFleetRequestAddLogPaths (const Aws::String &value)
 
CreateFleetRequestAddLogPaths (Aws::String &&value)
 
CreateFleetRequestAddLogPaths (const char *value)
 
const EC2InstanceTypeGetEC2InstanceType () const
 
bool EC2InstanceTypeHasBeenSet () const
 
void SetEC2InstanceType (const EC2InstanceType &value)
 
void SetEC2InstanceType (EC2InstanceType &&value)
 
CreateFleetRequestWithEC2InstanceType (const EC2InstanceType &value)
 
CreateFleetRequestWithEC2InstanceType (EC2InstanceType &&value)
 
const Aws::Vector< IpPermission > & GetEC2InboundPermissions () const
 
bool EC2InboundPermissionsHasBeenSet () const
 
void SetEC2InboundPermissions (const Aws::Vector< IpPermission > &value)
 
void SetEC2InboundPermissions (Aws::Vector< IpPermission > &&value)
 
CreateFleetRequestWithEC2InboundPermissions (const Aws::Vector< IpPermission > &value)
 
CreateFleetRequestWithEC2InboundPermissions (Aws::Vector< IpPermission > &&value)
 
CreateFleetRequestAddEC2InboundPermissions (const IpPermission &value)
 
CreateFleetRequestAddEC2InboundPermissions (IpPermission &&value)
 
const ProtectionPolicyGetNewGameSessionProtectionPolicy () const
 
bool NewGameSessionProtectionPolicyHasBeenSet () const
 
void SetNewGameSessionProtectionPolicy (const ProtectionPolicy &value)
 
void SetNewGameSessionProtectionPolicy (ProtectionPolicy &&value)
 
CreateFleetRequestWithNewGameSessionProtectionPolicy (const ProtectionPolicy &value)
 
CreateFleetRequestWithNewGameSessionProtectionPolicy (ProtectionPolicy &&value)
 
const RuntimeConfigurationGetRuntimeConfiguration () const
 
bool RuntimeConfigurationHasBeenSet () const
 
void SetRuntimeConfiguration (const RuntimeConfiguration &value)
 
void SetRuntimeConfiguration (RuntimeConfiguration &&value)
 
CreateFleetRequestWithRuntimeConfiguration (const RuntimeConfiguration &value)
 
CreateFleetRequestWithRuntimeConfiguration (RuntimeConfiguration &&value)
 
const ResourceCreationLimitPolicyGetResourceCreationLimitPolicy () const
 
bool ResourceCreationLimitPolicyHasBeenSet () const
 
void SetResourceCreationLimitPolicy (const ResourceCreationLimitPolicy &value)
 
void SetResourceCreationLimitPolicy (ResourceCreationLimitPolicy &&value)
 
CreateFleetRequestWithResourceCreationLimitPolicy (const ResourceCreationLimitPolicy &value)
 
CreateFleetRequestWithResourceCreationLimitPolicy (ResourceCreationLimitPolicy &&value)
 
const Aws::Vector< Aws::String > & GetMetricGroups () const
 
bool MetricGroupsHasBeenSet () const
 
void SetMetricGroups (const Aws::Vector< Aws::String > &value)
 
void SetMetricGroups (Aws::Vector< Aws::String > &&value)
 
CreateFleetRequestWithMetricGroups (const Aws::Vector< Aws::String > &value)
 
CreateFleetRequestWithMetricGroups (Aws::Vector< Aws::String > &&value)
 
CreateFleetRequestAddMetricGroups (const Aws::String &value)
 
CreateFleetRequestAddMetricGroups (Aws::String &&value)
 
CreateFleetRequestAddMetricGroups (const char *value)
 
const Aws::StringGetPeerVpcAwsAccountId () const
 
bool PeerVpcAwsAccountIdHasBeenSet () const
 
void SetPeerVpcAwsAccountId (const Aws::String &value)
 
void SetPeerVpcAwsAccountId (Aws::String &&value)
 
void SetPeerVpcAwsAccountId (const char *value)
 
CreateFleetRequestWithPeerVpcAwsAccountId (const Aws::String &value)
 
CreateFleetRequestWithPeerVpcAwsAccountId (Aws::String &&value)
 
CreateFleetRequestWithPeerVpcAwsAccountId (const char *value)
 
const Aws::StringGetPeerVpcId () const
 
bool PeerVpcIdHasBeenSet () const
 
void SetPeerVpcId (const Aws::String &value)
 
void SetPeerVpcId (Aws::String &&value)
 
void SetPeerVpcId (const char *value)
 
CreateFleetRequestWithPeerVpcId (const Aws::String &value)
 
CreateFleetRequestWithPeerVpcId (Aws::String &&value)
 
CreateFleetRequestWithPeerVpcId (const char *value)
 
const FleetTypeGetFleetType () const
 
bool FleetTypeHasBeenSet () const
 
void SetFleetType (const FleetType &value)
 
void SetFleetType (FleetType &&value)
 
CreateFleetRequestWithFleetType (const FleetType &value)
 
CreateFleetRequestWithFleetType (FleetType &&value)
 
const Aws::StringGetInstanceRoleArn () const
 
bool InstanceRoleArnHasBeenSet () const
 
void SetInstanceRoleArn (const Aws::String &value)
 
void SetInstanceRoleArn (Aws::String &&value)
 
void SetInstanceRoleArn (const char *value)
 
CreateFleetRequestWithInstanceRoleArn (const Aws::String &value)
 
CreateFleetRequestWithInstanceRoleArn (Aws::String &&value)
 
CreateFleetRequestWithInstanceRoleArn (const char *value)
 
const CertificateConfigurationGetCertificateConfiguration () const
 
bool CertificateConfigurationHasBeenSet () const
 
void SetCertificateConfiguration (const CertificateConfiguration &value)
 
void SetCertificateConfiguration (CertificateConfiguration &&value)
 
CreateFleetRequestWithCertificateConfiguration (const CertificateConfiguration &value)
 
CreateFleetRequestWithCertificateConfiguration (CertificateConfiguration &&value)
 
const Aws::Vector< Tag > & GetTags () const
 
bool TagsHasBeenSet () const
 
void SetTags (const Aws::Vector< Tag > &value)
 
void SetTags (Aws::Vector< Tag > &&value)
 
CreateFleetRequestWithTags (const Aws::Vector< Tag > &value)
 
CreateFleetRequestWithTags (Aws::Vector< Tag > &&value)
 
CreateFleetRequestAddTags (const Tag &value)
 
CreateFleetRequestAddTags (Tag &&value)
 
- Public Member Functions inherited from Aws::GameLift::GameLiftRequest
virtual ~GameLiftRequest ()
 
void AddParametersToRequest (Aws::Http::HttpRequest &httpRequest) const
 
Aws::Http::HeaderValueCollection GetHeaders () const override
 
- Public Member Functions inherited from Aws::AmazonSerializableWebServiceRequest
 AmazonSerializableWebServiceRequest ()
 
virtual ~AmazonSerializableWebServiceRequest ()
 
std::shared_ptr< Aws::IOStreamGetBody () const override
 
- Public Member Functions inherited from Aws::AmazonWebServiceRequest
 AmazonWebServiceRequest ()
 
virtual ~AmazonWebServiceRequest ()=default
 
virtual void AddQueryStringParameters (Aws::Http::URI &uri) const
 
virtual void PutToPresignedUrl (Aws::Http::URI &uri) const
 
virtual bool IsStreaming () const
 
virtual bool IsEventStreamRequest () const
 
virtual bool SignBody () const
 
virtual bool IsChunked () const
 
virtual void SetRequestSignedHandler (const RequestSignedHandler &handler)
 
virtual const RequestSignedHandlerGetRequestSignedHandler () const
 
const Aws::IOStreamFactoryGetResponseStreamFactory () const
 
void SetResponseStreamFactory (const Aws::IOStreamFactory &factory)
 
virtual void SetDataReceivedEventHandler (const Aws::Http::DataReceivedEventHandler &dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (const Aws::Http::DataSentEventHandler &dataSentEventHandler)
 
virtual void SetContinueRequestHandler (const Aws::Http::ContinueRequestHandler &continueRequestHandler)
 
virtual void SetDataReceivedEventHandler (Aws::Http::DataReceivedEventHandler &&dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (Aws::Http::DataSentEventHandler &&dataSentEventHandler)
 
virtual void SetContinueRequestHandler (Aws::Http::ContinueRequestHandler &&continueRequestHandler)
 
virtual void SetRequestRetryHandler (const RequestRetryHandler &handler)
 
virtual void SetRequestRetryHandler (RequestRetryHandler &&handler)
 
virtual const Aws::Http::DataReceivedEventHandlerGetDataReceivedEventHandler () const
 
virtual const Aws::Http::DataSentEventHandlerGetDataSentEventHandler () const
 
virtual const Aws::Http::ContinueRequestHandlerGetContinueRequestHandler () const
 
virtual const RequestRetryHandlerGetRequestRetryHandler () const
 
virtual bool ShouldComputeContentMd5 () const
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::AmazonWebServiceRequest
virtual void DumpBodyToUrl (Aws::Http::URI &uri) const
 

Detailed Description

Represents the input for a request action.

See Also:

AWS API Reference

Definition at line 43 of file CreateFleetRequest.h.

Constructor & Destructor Documentation

◆ CreateFleetRequest()

Aws::GameLift::Model::CreateFleetRequest::CreateFleetRequest ( )

Member Function Documentation

◆ AddEC2InboundPermissions() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddEC2InboundPermissions ( const IpPermission value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 629 of file CreateFleetRequest.h.

◆ AddEC2InboundPermissions() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddEC2InboundPermissions ( IpPermission &&  value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 639 of file CreateFleetRequest.h.

◆ AddLogPaths() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddLogPaths ( const Aws::String value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 477 of file CreateFleetRequest.h.

◆ AddLogPaths() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddLogPaths ( Aws::String &&  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 487 of file CreateFleetRequest.h.

◆ AddLogPaths() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddLogPaths ( const char *  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 497 of file CreateFleetRequest.h.

◆ AddMetricGroups() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddMetricGroups ( const Aws::String value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 915 of file CreateFleetRequest.h.

◆ AddMetricGroups() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddMetricGroups ( Aws::String &&  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 923 of file CreateFleetRequest.h.

◆ AddMetricGroups() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddMetricGroups ( const char *  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 931 of file CreateFleetRequest.h.

◆ AddTags() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddTags ( const Tag value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1436 of file CreateFleetRequest.h.

◆ AddTags() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddTags ( Tag &&  value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1449 of file CreateFleetRequest.h.

◆ BuildIdHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::BuildIdHasBeenSet ( ) const
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 163 of file CreateFleetRequest.h.

◆ CertificateConfigurationHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::CertificateConfigurationHasBeenSet ( ) const
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1272 of file CreateFleetRequest.h.

◆ DescriptionHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::DescriptionHasBeenSet ( ) const
inline

A human-readable description of a fleet.

Definition at line 116 of file CreateFleetRequest.h.

◆ EC2InboundPermissionsHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::EC2InboundPermissionsHasBeenSet ( ) const
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 579 of file CreateFleetRequest.h.

◆ EC2InstanceTypeHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::EC2InstanceTypeHasBeenSet ( ) const
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 518 of file CreateFleetRequest.h.

◆ FleetTypeHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::FleetTypeHasBeenSet ( ) const
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1090 of file CreateFleetRequest.h.

◆ GetBuildId()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetBuildId ( ) const
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 155 of file CreateFleetRequest.h.

◆ GetCertificateConfiguration()

const CertificateConfiguration& Aws::GameLift::Model::CreateFleetRequest::GetCertificateConfiguration ( ) const
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1254 of file CreateFleetRequest.h.

◆ GetDescription()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetDescription ( ) const
inline

A human-readable description of a fleet.

Definition at line 111 of file CreateFleetRequest.h.

◆ GetEC2InboundPermissions()

const Aws::Vector<IpPermission>& Aws::GameLift::Model::CreateFleetRequest::GetEC2InboundPermissions ( ) const
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 569 of file CreateFleetRequest.h.

◆ GetEC2InstanceType()

const EC2InstanceType& Aws::GameLift::Model::CreateFleetRequest::GetEC2InstanceType ( ) const
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 508 of file CreateFleetRequest.h.

◆ GetFleetType()

const FleetType& Aws::GameLift::Model::CreateFleetRequest::GetFleetType ( ) const
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1080 of file CreateFleetRequest.h.

◆ GetInstanceRoleArn()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetInstanceRoleArn ( ) const
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1144 of file CreateFleetRequest.h.

◆ GetLogPaths()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::CreateFleetRequest::GetLogPaths ( ) const
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 417 of file CreateFleetRequest.h.

◆ GetMetricGroups()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::CreateFleetRequest::GetMetricGroups ( ) const
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 867 of file CreateFleetRequest.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetName ( ) const
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 63 of file CreateFleetRequest.h.

◆ GetNewGameSessionProtectionPolicy()

const ProtectionPolicy& Aws::GameLift::Model::CreateFleetRequest::GetNewGameSessionProtectionPolicy ( ) const
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 653 of file CreateFleetRequest.h.

◆ GetPeerVpcAwsAccountId()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetPeerVpcAwsAccountId ( ) const
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 939 of file CreateFleetRequest.h.

◆ GetPeerVpcId()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetPeerVpcId ( ) const
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 999 of file CreateFleetRequest.h.

◆ GetRequestSpecificHeaders()

Aws::Http::HeaderValueCollection Aws::GameLift::Model::CreateFleetRequest::GetRequestSpecificHeaders ( ) const
overridevirtual

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetResourceCreationLimitPolicy()

const ResourceCreationLimitPolicy& Aws::GameLift::Model::CreateFleetRequest::GetResourceCreationLimitPolicy ( ) const
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 828 of file CreateFleetRequest.h.

◆ GetRuntimeConfiguration()

const RuntimeConfiguration& Aws::GameLift::Model::CreateFleetRequest::GetRuntimeConfiguration ( ) const
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 736 of file CreateFleetRequest.h.

◆ GetScriptId()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetScriptId ( ) const
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 220 of file CreateFleetRequest.h.

◆ GetServerLaunchParameters()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetServerLaunchParameters ( ) const
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 350 of file CreateFleetRequest.h.

◆ GetServerLaunchPath()

const Aws::String& Aws::GameLift::Model::CreateFleetRequest::GetServerLaunchPath ( ) const
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 285 of file CreateFleetRequest.h.

◆ GetServiceRequestName()

virtual const char* Aws::GameLift::Model::CreateFleetRequest::GetServiceRequestName ( ) const
inlineoverridevirtual

Implements Aws::AmazonWebServiceRequest.

Definition at line 52 of file CreateFleetRequest.h.

◆ GetTags()

const Aws::Vector<Tag>& Aws::GameLift::Model::CreateFleetRequest::GetTags ( ) const
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1358 of file CreateFleetRequest.h.

◆ InstanceRoleArnHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::InstanceRoleArnHasBeenSet ( ) const
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1157 of file CreateFleetRequest.h.

◆ LogPathsHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::LogPathsHasBeenSet ( ) const
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 427 of file CreateFleetRequest.h.

◆ MetricGroupsHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::MetricGroupsHasBeenSet ( ) const
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 875 of file CreateFleetRequest.h.

◆ NameHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::NameHasBeenSet ( ) const
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 69 of file CreateFleetRequest.h.

◆ NewGameSessionProtectionPolicyHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::NewGameSessionProtectionPolicyHasBeenSet ( ) const
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 666 of file CreateFleetRequest.h.

◆ PeerVpcAwsAccountIdHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::PeerVpcAwsAccountIdHasBeenSet ( ) const
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 946 of file CreateFleetRequest.h.

◆ PeerVpcIdHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::PeerVpcIdHasBeenSet ( ) const
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1009 of file CreateFleetRequest.h.

◆ ResourceCreationLimitPolicyHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::ResourceCreationLimitPolicyHasBeenSet ( ) const
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 834 of file CreateFleetRequest.h.

◆ RuntimeConfigurationHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::RuntimeConfigurationHasBeenSet ( ) const
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 753 of file CreateFleetRequest.h.

◆ ScriptIdHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::ScriptIdHasBeenSet ( ) const
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 228 of file CreateFleetRequest.h.

◆ SerializePayload()

Aws::String Aws::GameLift::Model::CreateFleetRequest::SerializePayload ( ) const
overridevirtual

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ ServerLaunchParametersHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::ServerLaunchParametersHasBeenSet ( ) const
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 358 of file CreateFleetRequest.h.

◆ ServerLaunchPathHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::ServerLaunchPathHasBeenSet ( ) const
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 293 of file CreateFleetRequest.h.

◆ SetBuildId() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetBuildId ( const Aws::String value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 171 of file CreateFleetRequest.h.

◆ SetBuildId() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetBuildId ( Aws::String &&  value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 179 of file CreateFleetRequest.h.

◆ SetBuildId() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetBuildId ( const char *  value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 187 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetCertificateConfiguration ( const CertificateConfiguration value)
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1290 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetCertificateConfiguration ( CertificateConfiguration &&  value)
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1308 of file CreateFleetRequest.h.

◆ SetDescription() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetDescription ( const Aws::String value)
inline

A human-readable description of a fleet.

Definition at line 121 of file CreateFleetRequest.h.

◆ SetDescription() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetDescription ( Aws::String &&  value)
inline

A human-readable description of a fleet.

Definition at line 126 of file CreateFleetRequest.h.

◆ SetDescription() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetDescription ( const char *  value)
inline

A human-readable description of a fleet.

Definition at line 131 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetEC2InboundPermissions ( const Aws::Vector< IpPermission > &  value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 589 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetEC2InboundPermissions ( Aws::Vector< IpPermission > &&  value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 599 of file CreateFleetRequest.h.

◆ SetEC2InstanceType() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetEC2InstanceType ( const EC2InstanceType value)
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 528 of file CreateFleetRequest.h.

◆ SetEC2InstanceType() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetEC2InstanceType ( EC2InstanceType &&  value)
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 538 of file CreateFleetRequest.h.

◆ SetFleetType() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetFleetType ( const FleetType value)
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1100 of file CreateFleetRequest.h.

◆ SetFleetType() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetFleetType ( FleetType &&  value)
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1110 of file CreateFleetRequest.h.

◆ SetInstanceRoleArn() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetInstanceRoleArn ( const Aws::String value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1170 of file CreateFleetRequest.h.

◆ SetInstanceRoleArn() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetInstanceRoleArn ( Aws::String &&  value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1183 of file CreateFleetRequest.h.

◆ SetInstanceRoleArn() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetInstanceRoleArn ( const char *  value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1196 of file CreateFleetRequest.h.

◆ SetLogPaths() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetLogPaths ( const Aws::Vector< Aws::String > &  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 437 of file CreateFleetRequest.h.

◆ SetLogPaths() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetLogPaths ( Aws::Vector< Aws::String > &&  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 447 of file CreateFleetRequest.h.

◆ SetMetricGroups() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetMetricGroups ( const Aws::Vector< Aws::String > &  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 883 of file CreateFleetRequest.h.

◆ SetMetricGroups() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetMetricGroups ( Aws::Vector< Aws::String > &&  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 891 of file CreateFleetRequest.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetName ( const Aws::String value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 75 of file CreateFleetRequest.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetName ( Aws::String &&  value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 81 of file CreateFleetRequest.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetName ( const char *  value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 87 of file CreateFleetRequest.h.

◆ SetNewGameSessionProtectionPolicy() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetNewGameSessionProtectionPolicy ( const ProtectionPolicy value)
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 679 of file CreateFleetRequest.h.

◆ SetNewGameSessionProtectionPolicy() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetNewGameSessionProtectionPolicy ( ProtectionPolicy &&  value)
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 692 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcAwsAccountId ( const Aws::String value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 953 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcAwsAccountId ( Aws::String &&  value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 960 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcAwsAccountId ( const char *  value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 967 of file CreateFleetRequest.h.

◆ SetPeerVpcId() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcId ( const Aws::String value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1019 of file CreateFleetRequest.h.

◆ SetPeerVpcId() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcId ( Aws::String &&  value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1029 of file CreateFleetRequest.h.

◆ SetPeerVpcId() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetPeerVpcId ( const char *  value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1039 of file CreateFleetRequest.h.

◆ SetResourceCreationLimitPolicy() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetResourceCreationLimitPolicy ( const ResourceCreationLimitPolicy value)
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 840 of file CreateFleetRequest.h.

◆ SetResourceCreationLimitPolicy() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetResourceCreationLimitPolicy ( ResourceCreationLimitPolicy &&  value)
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 846 of file CreateFleetRequest.h.

◆ SetRuntimeConfiguration() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetRuntimeConfiguration ( const RuntimeConfiguration value)
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 770 of file CreateFleetRequest.h.

◆ SetRuntimeConfiguration() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetRuntimeConfiguration ( RuntimeConfiguration &&  value)
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 787 of file CreateFleetRequest.h.

◆ SetScriptId() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetScriptId ( const Aws::String value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 236 of file CreateFleetRequest.h.

◆ SetScriptId() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetScriptId ( Aws::String &&  value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 244 of file CreateFleetRequest.h.

◆ SetScriptId() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetScriptId ( const char *  value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 252 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchParameters ( const Aws::String value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 366 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchParameters ( Aws::String &&  value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 374 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchParameters ( const char *  value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 382 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [1/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchPath ( const Aws::String value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 301 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [2/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchPath ( Aws::String &&  value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 309 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [3/3]

void Aws::GameLift::Model::CreateFleetRequest::SetServerLaunchPath ( const char *  value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 317 of file CreateFleetRequest.h.

◆ SetTags() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1384 of file CreateFleetRequest.h.

◆ SetTags() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1397 of file CreateFleetRequest.h.

◆ TagsHasBeenSet()

bool Aws::GameLift::Model::CreateFleetRequest::TagsHasBeenSet ( ) const
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1371 of file CreateFleetRequest.h.

◆ WithBuildId() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithBuildId ( const Aws::String value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 195 of file CreateFleetRequest.h.

◆ WithBuildId() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithBuildId ( Aws::String &&  value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 203 of file CreateFleetRequest.h.

◆ WithBuildId() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithBuildId ( const char *  value)
inline

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

Definition at line 211 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithCertificateConfiguration ( const CertificateConfiguration value)
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1326 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithCertificateConfiguration ( CertificateConfiguration &&  value)
inline

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.

  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Definition at line 1344 of file CreateFleetRequest.h.

◆ WithDescription() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithDescription ( const Aws::String value)
inline

A human-readable description of a fleet.

Definition at line 136 of file CreateFleetRequest.h.

◆ WithDescription() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithDescription ( Aws::String &&  value)
inline

A human-readable description of a fleet.

Definition at line 141 of file CreateFleetRequest.h.

◆ WithDescription() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithDescription ( const char *  value)
inline

A human-readable description of a fleet.

Definition at line 146 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithEC2InboundPermissions ( const Aws::Vector< IpPermission > &  value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 609 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithEC2InboundPermissions ( Aws::Vector< IpPermission > &&  value)
inline

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

Definition at line 619 of file CreateFleetRequest.h.

◆ WithEC2InstanceType() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithEC2InstanceType ( const EC2InstanceType value)
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 548 of file CreateFleetRequest.h.

◆ WithEC2InstanceType() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithEC2InstanceType ( EC2InstanceType &&  value)
inline

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

Definition at line 558 of file CreateFleetRequest.h.

◆ WithFleetType() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithFleetType ( const FleetType value)
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1120 of file CreateFleetRequest.h.

◆ WithFleetType() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithFleetType ( FleetType &&  value)
inline

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

Definition at line 1130 of file CreateFleetRequest.h.

◆ WithInstanceRoleArn() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithInstanceRoleArn ( const Aws::String value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1209 of file CreateFleetRequest.h.

◆ WithInstanceRoleArn() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithInstanceRoleArn ( Aws::String &&  value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1222 of file CreateFleetRequest.h.

◆ WithInstanceRoleArn() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithInstanceRoleArn ( const char *  value)
inline

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

Definition at line 1235 of file CreateFleetRequest.h.

◆ WithLogPaths() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithLogPaths ( const Aws::Vector< Aws::String > &  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 457 of file CreateFleetRequest.h.

◆ WithLogPaths() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithLogPaths ( Aws::Vector< Aws::String > &&  value)
inline

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 467 of file CreateFleetRequest.h.

◆ WithMetricGroups() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithMetricGroups ( const Aws::Vector< Aws::String > &  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 899 of file CreateFleetRequest.h.

◆ WithMetricGroups() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithMetricGroups ( Aws::Vector< Aws::String > &&  value)
inline

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

Definition at line 907 of file CreateFleetRequest.h.

◆ WithName() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithName ( const Aws::String value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 93 of file CreateFleetRequest.h.

◆ WithName() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithName ( Aws::String &&  value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 99 of file CreateFleetRequest.h.

◆ WithName() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithName ( const char *  value)
inline

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Definition at line 105 of file CreateFleetRequest.h.

◆ WithNewGameSessionProtectionPolicy() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithNewGameSessionProtectionPolicy ( const ProtectionPolicy value)
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 705 of file CreateFleetRequest.h.

◆ WithNewGameSessionProtectionPolicy() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithNewGameSessionProtectionPolicy ( ProtectionPolicy &&  value)
inline

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

  • NoProtection - The game session can be terminated during a scale-down event.

  • FullProtection - If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Definition at line 718 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcAwsAccountId ( const Aws::String value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 974 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcAwsAccountId ( Aws::String &&  value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 981 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcAwsAccountId ( const char *  value)
inline

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

Definition at line 988 of file CreateFleetRequest.h.

◆ WithPeerVpcId() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcId ( const Aws::String value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1049 of file CreateFleetRequest.h.

◆ WithPeerVpcId() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcId ( Aws::String &&  value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1059 of file CreateFleetRequest.h.

◆ WithPeerVpcId() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithPeerVpcId ( const char *  value)
inline

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

Definition at line 1069 of file CreateFleetRequest.h.

◆ WithResourceCreationLimitPolicy() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithResourceCreationLimitPolicy ( const ResourceCreationLimitPolicy value)
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 852 of file CreateFleetRequest.h.

◆ WithResourceCreationLimitPolicy() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithResourceCreationLimitPolicy ( ResourceCreationLimitPolicy &&  value)
inline

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

Definition at line 858 of file CreateFleetRequest.h.

◆ WithRuntimeConfiguration() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithRuntimeConfiguration ( const RuntimeConfiguration value)
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 804 of file CreateFleetRequest.h.

◆ WithRuntimeConfiguration() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithRuntimeConfiguration ( RuntimeConfiguration &&  value)
inline

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

Definition at line 821 of file CreateFleetRequest.h.

◆ WithScriptId() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithScriptId ( const Aws::String value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 260 of file CreateFleetRequest.h.

◆ WithScriptId() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithScriptId ( Aws::String &&  value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 268 of file CreateFleetRequest.h.

◆ WithScriptId() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithScriptId ( const char *  value)
inline

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Definition at line 276 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchParameters ( const Aws::String value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 390 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchParameters ( Aws::String &&  value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 398 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchParameters ( const char *  value)
inline

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

Definition at line 406 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [1/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchPath ( const Aws::String value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 325 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [2/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchPath ( Aws::String &&  value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 333 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [3/3]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithServerLaunchPath ( const char *  value)
inline

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Definition at line 341 of file CreateFleetRequest.h.

◆ WithTags() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1410 of file CreateFleetRequest.h.

◆ WithTags() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 1423 of file CreateFleetRequest.h.


The documentation for this class was generated from the following file: