AWS SDK for C++  1.8.184
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< LocationConfiguration > & GetLocations () const
 
bool LocationsHasBeenSet () const
 
void SetLocations (const Aws::Vector< LocationConfiguration > &value)
 
void SetLocations (Aws::Vector< LocationConfiguration > &&value)
 
CreateFleetRequestWithLocations (const Aws::Vector< LocationConfiguration > &value)
 
CreateFleetRequestWithLocations (Aws::Vector< LocationConfiguration > &&value)
 
CreateFleetRequestAddLocations (const LocationConfiguration &value)
 
CreateFleetRequestAddLocations (LocationConfiguration &&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 34 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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 584 of file CreateFleetRequest.h.

◆ AddEC2InboundPermissions() [2/2]

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 592 of file CreateFleetRequest.h.

◆ AddLocations() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddLocations ( const LocationConfiguration value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1316 of file CreateFleetRequest.h.

◆ AddLocations() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::AddLocations ( LocationConfiguration &&  value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1326 of file CreateFleetRequest.h.

◆ AddLogPaths() [1/3]

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

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

Definition at line 462 of file CreateFleetRequest.h.

◆ AddLogPaths() [2/3]

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

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

Definition at line 452 of file CreateFleetRequest.h.

◆ AddLogPaths() [3/3]

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

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

Definition at line 472 of file CreateFleetRequest.h.

◆ AddMetricGroups() [1/3]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 834 of file CreateFleetRequest.h.

◆ AddMetricGroups() [2/3]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 826 of file CreateFleetRequest.h.

◆ AddMetricGroups() [3/3]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 842 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 fleet 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 1418 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 fleet 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 1431 of file CreateFleetRequest.h.

◆ BuildIdHasBeenSet()

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 154 of file CreateFleetRequest.h.

◆ CertificateConfigurationHasBeenSet()

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1185 of file CreateFleetRequest.h.

◆ DescriptionHasBeenSet()

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

A human-readable description of the fleet.

Definition at line 107 of file CreateFleetRequest.h.

◆ EC2InboundPermissionsHasBeenSet()

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 544 of file CreateFleetRequest.h.

◆ EC2InstanceTypeHasBeenSet()

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 491 of file CreateFleetRequest.h.

◆ FleetTypeHasBeenSet()

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 1001 of file CreateFleetRequest.h.

◆ GetBuildId()

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 146 of file CreateFleetRequest.h.

◆ GetCertificateConfiguration()

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1170 of file CreateFleetRequest.h.

◆ GetDescription()

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

A human-readable description of the fleet.

Definition at line 102 of file CreateFleetRequest.h.

◆ GetEC2InboundPermissions()

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 536 of file CreateFleetRequest.h.

◆ GetEC2InstanceType()

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 482 of file CreateFleetRequest.h.

◆ GetFleetType()

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 991 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1056 of file CreateFleetRequest.h.

◆ GetLocations()

const Aws::Vector<LocationConfiguration>& Aws::GameLift::Model::CreateFleetRequest::GetLocations ( ) const
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1256 of file CreateFleetRequest.h.

◆ GetLogPaths()

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

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

Definition at line 392 of file CreateFleetRequest.h.

◆ GetMetricGroups()

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 778 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 54 of file CreateFleetRequest.h.

◆ GetNewGameSessionProtectionPolicy()

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 604 of file CreateFleetRequest.h.

◆ GetPeerVpcAwsAccountId()

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 850 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 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 GameLift Fleets.

Definition at line 910 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 that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 739 of file CreateFleetRequest.h.

◆ GetRuntimeConfiguration()

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 672 of file CreateFleetRequest.h.

◆ GetScriptId()

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 211 of file CreateFleetRequest.h.

◆ GetServerLaunchParameters()

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 332 of file CreateFleetRequest.h.

◆ GetServerLaunchPath()

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

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 43 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 fleet 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 1340 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1070 of file CreateFleetRequest.h.

◆ LocationsHasBeenSet()

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

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1266 of file CreateFleetRequest.h.

◆ LogPathsHasBeenSet()

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

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

Definition at line 402 of file CreateFleetRequest.h.

◆ MetricGroupsHasBeenSet()

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 786 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 60 of file CreateFleetRequest.h.

◆ NewGameSessionProtectionPolicyHasBeenSet()

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 615 of file CreateFleetRequest.h.

◆ PeerVpcAwsAccountIdHasBeenSet()

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 857 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 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 GameLift Fleets.

Definition at line 920 of file CreateFleetRequest.h.

◆ ResourceCreationLimitPolicyHasBeenSet()

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

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 745 of file CreateFleetRequest.h.

◆ RuntimeConfigurationHasBeenSet()

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 684 of file CreateFleetRequest.h.

◆ ScriptIdHasBeenSet()

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 219 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. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 339 of file CreateFleetRequest.h.

◆ ServerLaunchPathHasBeenSet()

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 282 of file CreateFleetRequest.h.

◆ SetBuildId() [1/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 170 of file CreateFleetRequest.h.

◆ SetBuildId() [2/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 162 of file CreateFleetRequest.h.

◆ SetBuildId() [3/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 178 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [1/2]

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1215 of file CreateFleetRequest.h.

◆ SetCertificateConfiguration() [2/2]

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1200 of file CreateFleetRequest.h.

◆ SetDescription() [1/3]

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

A human-readable description of the fleet.

Definition at line 117 of file CreateFleetRequest.h.

◆ SetDescription() [2/3]

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

A human-readable description of the fleet.

Definition at line 112 of file CreateFleetRequest.h.

◆ SetDescription() [3/3]

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

A human-readable description of the fleet.

Definition at line 122 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [1/2]

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 560 of file CreateFleetRequest.h.

◆ SetEC2InboundPermissions() [2/2]

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 552 of file CreateFleetRequest.h.

◆ SetEC2InstanceType() [1/2]

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 500 of file CreateFleetRequest.h.

◆ SetEC2InstanceType() [2/2]

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 509 of file CreateFleetRequest.h.

◆ SetFleetType() [1/2]

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 1011 of file CreateFleetRequest.h.

◆ SetFleetType() [2/2]

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 1021 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. 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1098 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. 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1084 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1112 of file CreateFleetRequest.h.

◆ SetLocations() [1/2]

void Aws::GameLift::Model::CreateFleetRequest::SetLocations ( Aws::Vector< LocationConfiguration > &&  value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1286 of file CreateFleetRequest.h.

◆ SetLocations() [2/2]

void Aws::GameLift::Model::CreateFleetRequest::SetLocations ( const Aws::Vector< LocationConfiguration > &  value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1276 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. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 422 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. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 412 of file CreateFleetRequest.h.

◆ SetMetricGroups() [1/2]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 802 of file CreateFleetRequest.h.

◆ SetMetricGroups() [2/2]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 794 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 72 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 66 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 78 of file CreateFleetRequest.h.

◆ SetNewGameSessionProtectionPolicy() [1/2]

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 626 of file CreateFleetRequest.h.

◆ SetNewGameSessionProtectionPolicy() [2/2]

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 637 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [1/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 871 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [2/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 864 of file CreateFleetRequest.h.

◆ SetPeerVpcAwsAccountId() [3/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 878 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 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 GameLift Fleets.

Definition at line 940 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 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 GameLift Fleets.

Definition at line 930 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 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 GameLift Fleets.

Definition at line 950 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 that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 751 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 that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 757 of file CreateFleetRequest.h.

◆ SetRuntimeConfiguration() [1/2]

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 696 of file CreateFleetRequest.h.

◆ SetRuntimeConfiguration() [2/2]

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 708 of file CreateFleetRequest.h.

◆ SetScriptId() [1/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 235 of file CreateFleetRequest.h.

◆ SetScriptId() [2/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 227 of file CreateFleetRequest.h.

◆ SetScriptId() [3/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 243 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [1/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 353 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [2/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 346 of file CreateFleetRequest.h.

◆ SetServerLaunchParameters() [3/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 360 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [1/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 296 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [2/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 289 of file CreateFleetRequest.h.

◆ SetServerLaunchPath() [3/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 303 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 fleet 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 1379 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 fleet 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 1366 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 fleet 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 1353 of file CreateFleetRequest.h.

◆ WithBuildId() [1/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 194 of file CreateFleetRequest.h.

◆ WithBuildId() [2/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 186 of file CreateFleetRequest.h.

◆ WithBuildId() [3/3]

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

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

Definition at line 202 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [1/2]

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1245 of file CreateFleetRequest.h.

◆ WithCertificateConfiguration() [2/2]

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

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

Definition at line 1230 of file CreateFleetRequest.h.

◆ WithDescription() [1/3]

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

A human-readable description of the fleet.

Definition at line 132 of file CreateFleetRequest.h.

◆ WithDescription() [2/3]

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

A human-readable description of the fleet.

Definition at line 127 of file CreateFleetRequest.h.

◆ WithDescription() [3/3]

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

A human-readable description of the fleet.

Definition at line 137 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [1/2]

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 576 of file CreateFleetRequest.h.

◆ WithEC2InboundPermissions() [2/2]

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

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

Definition at line 568 of file CreateFleetRequest.h.

◆ WithEC2InstanceType() [1/2]

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 518 of file CreateFleetRequest.h.

◆ WithEC2InstanceType() [2/2]

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

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

Definition at line 527 of file CreateFleetRequest.h.

◆ WithFleetType() [1/2]

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 1031 of file CreateFleetRequest.h.

◆ WithFleetType() [2/2]

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

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

Definition at line 1041 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. 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1140 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. 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1126 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 by using 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. This property cannot be changed after the fleet is created.

Definition at line 1154 of file CreateFleetRequest.h.

◆ WithLocations() [1/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithLocations ( Aws::Vector< LocationConfiguration > &&  value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1306 of file CreateFleetRequest.h.

◆ WithLocations() [2/2]

CreateFleetRequest& Aws::GameLift::Model::CreateFleetRequest::WithLocations ( const Aws::Vector< LocationConfiguration > &  value)
inline

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

Definition at line 1296 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. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 442 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. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

Definition at line 432 of file CreateFleetRequest.h.

◆ WithMetricGroups() [1/2]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 818 of file CreateFleetRequest.h.

◆ WithMetricGroups() [2/2]

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

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Definition at line 810 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 90 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 84 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 96 of file CreateFleetRequest.h.

◆ WithNewGameSessionProtectionPolicy() [1/2]

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 648 of file CreateFleetRequest.h.

◆ WithNewGameSessionProtectionPolicy() [2/2]

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Definition at line 659 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [1/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 892 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [2/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 885 of file CreateFleetRequest.h.

◆ WithPeerVpcAwsAccountId() [3/3]

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

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

Definition at line 899 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 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 GameLift Fleets.

Definition at line 970 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 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 GameLift Fleets.

Definition at line 960 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 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 GameLift Fleets.

Definition at line 980 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 that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 763 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 that an individual player can create on instances in this fleet within a specified span of time.

Definition at line 769 of file CreateFleetRequest.h.

◆ WithRuntimeConfiguration() [1/2]

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 720 of file CreateFleetRequest.h.

◆ WithRuntimeConfiguration() [2/2]

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

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Definition at line 732 of file CreateFleetRequest.h.

◆ WithScriptId() [1/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 259 of file CreateFleetRequest.h.

◆ WithScriptId() [2/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 251 of file CreateFleetRequest.h.

◆ WithScriptId() [3/3]

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

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

Definition at line 267 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [1/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 374 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [2/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 367 of file CreateFleetRequest.h.

◆ WithServerLaunchParameters() [3/3]

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 381 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [1/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 317 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [2/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 310 of file CreateFleetRequest.h.

◆ WithServerLaunchPath() [3/3]

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Definition at line 324 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 fleet 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 1405 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 fleet 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 1392 of file CreateFleetRequest.h.


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