AWS SDK for C++  1.8.129
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 operation.

See Also:

AWS API Reference

Definition at line 33 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 619 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 629 of file CreateFleetRequest.h.

◆ AddLogPaths() [1/3]

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 477 of file CreateFleetRequest.h.

◆ AddLogPaths() [2/3]

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 467 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 487 of file CreateFleetRequest.h.

◆ AddMetricGroups() [1/3]

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 913 of file CreateFleetRequest.h.

◆ AddMetricGroups() [2/3]

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 905 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 921 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 1426 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 1439 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 153 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 1262 of file CreateFleetRequest.h.

◆ DescriptionHasBeenSet()

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

A human-readable description of a fleet.

Definition at line 106 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 569 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 508 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 1080 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 145 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 1244 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 101 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 559 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 498 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 1070 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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1134 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 407 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 857 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 53 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 643 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 929 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 989 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 818 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 726 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 210 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 340 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 275 of file CreateFleetRequest.h.

◆ GetServiceRequestName()

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

Implements Aws::AmazonWebServiceRequest.

Definition at line 42 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 1348 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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1147 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 417 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 865 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 59 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 656 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 936 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 999 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 824 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 743 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 218 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 348 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 283 of file CreateFleetRequest.h.

◆ SetBuildId() [1/3]

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 169 of file CreateFleetRequest.h.

◆ SetBuildId() [2/3]

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 161 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 177 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [1/2]

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 1298 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [2/2]

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 1280 of file CreateFleetRequest.h.

◆ SetDescription() [1/3]

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

A human-readable description of a fleet.

Definition at line 116 of file CreateFleetRequest.h.

◆ SetDescription() [2/3]

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

A human-readable description of a fleet.

Definition at line 111 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 121 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [1/2]

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 589 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [2/2]

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 579 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 518 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 528 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 1090 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 1100 of file CreateFleetRequest.h.

◆ SetInstanceRoleArn() [1/3]

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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1173 of file CreateFleetRequest.h.

◆ SetInstanceRoleArn() [2/3]

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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1160 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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1186 of file CreateFleetRequest.h.

◆ SetLogPaths() [1/2]

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 437 of file CreateFleetRequest.h.

◆ SetLogPaths() [2/2]

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 427 of file CreateFleetRequest.h.

◆ SetMetricGroups() [1/2]

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 881 of file CreateFleetRequest.h.

◆ SetMetricGroups() [2/2]

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 873 of file CreateFleetRequest.h.

◆ SetName() [1/3]

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 71 of file CreateFleetRequest.h.

◆ SetName() [2/3]

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 65 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 77 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 669 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 682 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [1/3]

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 950 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [2/3]

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 943 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 957 of file CreateFleetRequest.h.

◆ SetPeerVpcId() [1/3]

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 1019 of file CreateFleetRequest.h.

◆ SetPeerVpcId() [2/3]

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 1009 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 1029 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 830 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 836 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 760 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 777 of file CreateFleetRequest.h.

◆ SetScriptId() [1/3]

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 234 of file CreateFleetRequest.h.

◆ SetScriptId() [2/3]

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 226 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 242 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [1/3]

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 364 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [2/3]

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 356 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 372 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [1/3]

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 299 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [2/3]

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 291 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 307 of file CreateFleetRequest.h.

◆ SetTags() [1/2]

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 1387 of file CreateFleetRequest.h.

◆ SetTags() [2/2]

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 1374 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 1361 of file CreateFleetRequest.h.

◆ WithBuildId() [1/3]

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 193 of file CreateFleetRequest.h.

◆ WithBuildId() [2/3]

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 185 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 201 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [1/2]

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 1334 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [2/2]

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 1316 of file CreateFleetRequest.h.

◆ WithDescription() [1/3]

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

A human-readable description of a fleet.

Definition at line 131 of file CreateFleetRequest.h.

◆ WithDescription() [2/3]

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

A human-readable description of a fleet.

Definition at line 126 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 136 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [1/2]

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 609 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [2/2]

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 599 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 538 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 548 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 1110 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 1120 of file CreateFleetRequest.h.

◆ WithInstanceRoleArn() [1/3]

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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1212 of file CreateFleetRequest.h.

◆ WithInstanceRoleArn() [2/3]

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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1199 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. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

Definition at line 1225 of file CreateFleetRequest.h.

◆ WithLogPaths() [1/2]

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 457 of file CreateFleetRequest.h.

◆ WithLogPaths() [2/2]

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 447 of file CreateFleetRequest.h.

◆ WithMetricGroups() [1/2]

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 897 of file CreateFleetRequest.h.

◆ WithMetricGroups() [2/2]

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 889 of file CreateFleetRequest.h.

◆ WithName() [1/3]

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 89 of file CreateFleetRequest.h.

◆ WithName() [2/3]

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 83 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 95 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 695 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 708 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [1/3]

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 971 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [2/3]

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 964 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 978 of file CreateFleetRequest.h.

◆ WithPeerVpcId() [1/3]

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 1049 of file CreateFleetRequest.h.

◆ WithPeerVpcId() [2/3]

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 1039 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 1059 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 842 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 848 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 794 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 811 of file CreateFleetRequest.h.

◆ WithScriptId() [1/3]

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 258 of file CreateFleetRequest.h.

◆ WithScriptId() [2/3]

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 250 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 266 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [1/3]

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 388 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [2/3]

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 380 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 396 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [1/3]

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 323 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [2/3]

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 315 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 331 of file CreateFleetRequest.h.

◆ WithTags() [1/2]

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 1413 of file CreateFleetRequest.h.

◆ WithTags() [2/2]

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 1400 of file CreateFleetRequest.h.


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