AWS SDK for C++  1.8.60
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::CreateGameServerGroupRequest Class Reference

#include <CreateGameServerGroupRequest.h>

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

Public Member Functions

 CreateGameServerGroupRequest ()
 
virtual const char * GetServiceRequestName () const override
 
Aws::String SerializePayload () const override
 
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders () const override
 
const Aws::StringGetGameServerGroupName () const
 
bool GameServerGroupNameHasBeenSet () const
 
void SetGameServerGroupName (const Aws::String &value)
 
void SetGameServerGroupName (Aws::String &&value)
 
void SetGameServerGroupName (const char *value)
 
CreateGameServerGroupRequestWithGameServerGroupName (const Aws::String &value)
 
CreateGameServerGroupRequestWithGameServerGroupName (Aws::String &&value)
 
CreateGameServerGroupRequestWithGameServerGroupName (const char *value)
 
const Aws::StringGetRoleArn () const
 
bool RoleArnHasBeenSet () const
 
void SetRoleArn (const Aws::String &value)
 
void SetRoleArn (Aws::String &&value)
 
void SetRoleArn (const char *value)
 
CreateGameServerGroupRequestWithRoleArn (const Aws::String &value)
 
CreateGameServerGroupRequestWithRoleArn (Aws::String &&value)
 
CreateGameServerGroupRequestWithRoleArn (const char *value)
 
int GetMinSize () const
 
bool MinSizeHasBeenSet () const
 
void SetMinSize (int value)
 
CreateGameServerGroupRequestWithMinSize (int value)
 
int GetMaxSize () const
 
bool MaxSizeHasBeenSet () const
 
void SetMaxSize (int value)
 
CreateGameServerGroupRequestWithMaxSize (int value)
 
const LaunchTemplateSpecificationGetLaunchTemplate () const
 
bool LaunchTemplateHasBeenSet () const
 
void SetLaunchTemplate (const LaunchTemplateSpecification &value)
 
void SetLaunchTemplate (LaunchTemplateSpecification &&value)
 
CreateGameServerGroupRequestWithLaunchTemplate (const LaunchTemplateSpecification &value)
 
CreateGameServerGroupRequestWithLaunchTemplate (LaunchTemplateSpecification &&value)
 
const Aws::Vector< InstanceDefinition > & GetInstanceDefinitions () const
 
bool InstanceDefinitionsHasBeenSet () const
 
void SetInstanceDefinitions (const Aws::Vector< InstanceDefinition > &value)
 
void SetInstanceDefinitions (Aws::Vector< InstanceDefinition > &&value)
 
CreateGameServerGroupRequestWithInstanceDefinitions (const Aws::Vector< InstanceDefinition > &value)
 
CreateGameServerGroupRequestWithInstanceDefinitions (Aws::Vector< InstanceDefinition > &&value)
 
CreateGameServerGroupRequestAddInstanceDefinitions (const InstanceDefinition &value)
 
CreateGameServerGroupRequestAddInstanceDefinitions (InstanceDefinition &&value)
 
const GameServerGroupAutoScalingPolicyGetAutoScalingPolicy () const
 
bool AutoScalingPolicyHasBeenSet () const
 
void SetAutoScalingPolicy (const GameServerGroupAutoScalingPolicy &value)
 
void SetAutoScalingPolicy (GameServerGroupAutoScalingPolicy &&value)
 
CreateGameServerGroupRequestWithAutoScalingPolicy (const GameServerGroupAutoScalingPolicy &value)
 
CreateGameServerGroupRequestWithAutoScalingPolicy (GameServerGroupAutoScalingPolicy &&value)
 
const BalancingStrategyGetBalancingStrategy () const
 
bool BalancingStrategyHasBeenSet () const
 
void SetBalancingStrategy (const BalancingStrategy &value)
 
void SetBalancingStrategy (BalancingStrategy &&value)
 
CreateGameServerGroupRequestWithBalancingStrategy (const BalancingStrategy &value)
 
CreateGameServerGroupRequestWithBalancingStrategy (BalancingStrategy &&value)
 
const GameServerProtectionPolicyGetGameServerProtectionPolicy () const
 
bool GameServerProtectionPolicyHasBeenSet () const
 
void SetGameServerProtectionPolicy (const GameServerProtectionPolicy &value)
 
void SetGameServerProtectionPolicy (GameServerProtectionPolicy &&value)
 
CreateGameServerGroupRequestWithGameServerProtectionPolicy (const GameServerProtectionPolicy &value)
 
CreateGameServerGroupRequestWithGameServerProtectionPolicy (GameServerProtectionPolicy &&value)
 
const Aws::Vector< Aws::String > & GetVpcSubnets () const
 
bool VpcSubnetsHasBeenSet () const
 
void SetVpcSubnets (const Aws::Vector< Aws::String > &value)
 
void SetVpcSubnets (Aws::Vector< Aws::String > &&value)
 
CreateGameServerGroupRequestWithVpcSubnets (const Aws::Vector< Aws::String > &value)
 
CreateGameServerGroupRequestWithVpcSubnets (Aws::Vector< Aws::String > &&value)
 
CreateGameServerGroupRequestAddVpcSubnets (const Aws::String &value)
 
CreateGameServerGroupRequestAddVpcSubnets (Aws::String &&value)
 
CreateGameServerGroupRequestAddVpcSubnets (const char *value)
 
const Aws::Vector< Tag > & GetTags () const
 
bool TagsHasBeenSet () const
 
void SetTags (const Aws::Vector< Tag > &value)
 
void SetTags (Aws::Vector< Tag > &&value)
 
CreateGameServerGroupRequestWithTags (const Aws::Vector< Tag > &value)
 
CreateGameServerGroupRequestWithTags (Aws::Vector< Tag > &&value)
 
CreateGameServerGroupRequestAddTags (const Tag &value)
 
CreateGameServerGroupRequestAddTags (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

Definition at line 28 of file CreateGameServerGroupRequest.h.

Constructor & Destructor Documentation

◆ CreateGameServerGroupRequest()

Aws::GameLift::Model::CreateGameServerGroupRequest::CreateGameServerGroupRequest ( )

Member Function Documentation

◆ AddInstanceDefinitions() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::AddInstanceDefinitions ( const InstanceDefinition value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 412 of file CreateGameServerGroupRequest.h.

◆ AddInstanceDefinitions() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::AddInstanceDefinitions ( InstanceDefinition &&  value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 427 of file CreateGameServerGroupRequest.h.

◆ AddTags() [1/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 865 of file CreateGameServerGroupRequest.h.

◆ AddTags() [2/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 878 of file CreateGameServerGroupRequest.h.

◆ AddVpcSubnets() [1/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::AddVpcSubnets ( const Aws::String value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 753 of file CreateGameServerGroupRequest.h.

◆ AddVpcSubnets() [2/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::AddVpcSubnets ( Aws::String &&  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 763 of file CreateGameServerGroupRequest.h.

◆ AddVpcSubnets() [3/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::AddVpcSubnets ( const char *  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 773 of file CreateGameServerGroupRequest.h.

◆ AutoScalingPolicyHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::AutoScalingPolicyHasBeenSet ( ) const
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 448 of file CreateGameServerGroupRequest.h.

◆ BalancingStrategyHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::BalancingStrategyHasBeenSet ( ) const
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 529 of file CreateGameServerGroupRequest.h.

◆ GameServerGroupNameHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::GameServerGroupNameHasBeenSet ( ) const
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 56 of file CreateGameServerGroupRequest.h.

◆ GameServerProtectionPolicyHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::GameServerProtectionPolicyHasBeenSet ( ) const
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 634 of file CreateGameServerGroupRequest.h.

◆ GetAutoScalingPolicy()

const GameServerGroupAutoScalingPolicy& Aws::GameLift::Model::CreateGameServerGroupRequest::GetAutoScalingPolicy ( ) const
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 438 of file CreateGameServerGroupRequest.h.

◆ GetBalancingStrategy()

const BalancingStrategy& Aws::GameLift::Model::CreateGameServerGroupRequest::GetBalancingStrategy ( ) const
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 509 of file CreateGameServerGroupRequest.h.

◆ GetGameServerGroupName()

const Aws::String& Aws::GameLift::Model::CreateGameServerGroupRequest::GetGameServerGroupName ( ) const
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 49 of file CreateGameServerGroupRequest.h.

◆ GetGameServerProtectionPolicy()

const GameServerProtectionPolicy& Aws::GameLift::Model::CreateGameServerGroupRequest::GetGameServerProtectionPolicy ( ) const
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 622 of file CreateGameServerGroupRequest.h.

◆ GetInstanceDefinitions()

const Aws::Vector<InstanceDefinition>& Aws::GameLift::Model::CreateGameServerGroupRequest::GetInstanceDefinitions ( ) const
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 322 of file CreateGameServerGroupRequest.h.

◆ GetLaunchTemplate()

const LaunchTemplateSpecification& Aws::GameLift::Model::CreateGameServerGroupRequest::GetLaunchTemplate ( ) const
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 246 of file CreateGameServerGroupRequest.h.

◆ GetMaxSize()

int Aws::GameLift::Model::CreateGameServerGroupRequest::GetMaxSize ( ) const
inline

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 209 of file CreateGameServerGroupRequest.h.

◆ GetMinSize()

int Aws::GameLift::Model::CreateGameServerGroupRequest::GetMinSize ( ) const
inline

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 173 of file CreateGameServerGroupRequest.h.

◆ GetRequestSpecificHeaders()

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

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetRoleArn()

const Aws::String& Aws::GameLift::Model::CreateGameServerGroupRequest::GetRoleArn ( ) const
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 107 of file CreateGameServerGroupRequest.h.

◆ GetServiceRequestName()

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

Implements Aws::AmazonWebServiceRequest.

Definition at line 37 of file CreateGameServerGroupRequest.h.

◆ GetTags()

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 787 of file CreateGameServerGroupRequest.h.

◆ GetVpcSubnets()

const Aws::Vector<Aws::String>& Aws::GameLift::Model::CreateGameServerGroupRequest::GetVpcSubnets ( ) const
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 693 of file CreateGameServerGroupRequest.h.

◆ InstanceDefinitionsHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::InstanceDefinitionsHasBeenSet ( ) const
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 337 of file CreateGameServerGroupRequest.h.

◆ LaunchTemplateHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::LaunchTemplateHasBeenSet ( ) const
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 258 of file CreateGameServerGroupRequest.h.

◆ MaxSizeHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::MaxSizeHasBeenSet ( ) const
inline

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 217 of file CreateGameServerGroupRequest.h.

◆ MinSizeHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::MinSizeHasBeenSet ( ) const
inline

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 182 of file CreateGameServerGroupRequest.h.

◆ RoleArnHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::RoleArnHasBeenSet ( ) const
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 115 of file CreateGameServerGroupRequest.h.

◆ SerializePayload()

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

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetAutoScalingPolicy() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetAutoScalingPolicy ( const GameServerGroupAutoScalingPolicy value)
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 458 of file CreateGameServerGroupRequest.h.

◆ SetAutoScalingPolicy() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetAutoScalingPolicy ( GameServerGroupAutoScalingPolicy &&  value)
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 468 of file CreateGameServerGroupRequest.h.

◆ SetBalancingStrategy() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetBalancingStrategy ( const BalancingStrategy value)
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 549 of file CreateGameServerGroupRequest.h.

◆ SetBalancingStrategy() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetBalancingStrategy ( BalancingStrategy &&  value)
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 569 of file CreateGameServerGroupRequest.h.

◆ SetGameServerGroupName() [1/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetGameServerGroupName ( const Aws::String value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 63 of file CreateGameServerGroupRequest.h.

◆ SetGameServerGroupName() [2/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetGameServerGroupName ( Aws::String &&  value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 70 of file CreateGameServerGroupRequest.h.

◆ SetGameServerGroupName() [3/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetGameServerGroupName ( const char *  value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 77 of file CreateGameServerGroupRequest.h.

◆ SetGameServerProtectionPolicy() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetGameServerProtectionPolicy ( const GameServerProtectionPolicy value)
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 646 of file CreateGameServerGroupRequest.h.

◆ SetGameServerProtectionPolicy() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetGameServerProtectionPolicy ( GameServerProtectionPolicy &&  value)
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 658 of file CreateGameServerGroupRequest.h.

◆ SetInstanceDefinitions() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetInstanceDefinitions ( const Aws::Vector< InstanceDefinition > &  value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 352 of file CreateGameServerGroupRequest.h.

◆ SetInstanceDefinitions() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetInstanceDefinitions ( Aws::Vector< InstanceDefinition > &&  value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 367 of file CreateGameServerGroupRequest.h.

◆ SetLaunchTemplate() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetLaunchTemplate ( const LaunchTemplateSpecification value)
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 270 of file CreateGameServerGroupRequest.h.

◆ SetLaunchTemplate() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetLaunchTemplate ( LaunchTemplateSpecification &&  value)
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 282 of file CreateGameServerGroupRequest.h.

◆ SetMaxSize()

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetMaxSize ( int  value)
inline

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 225 of file CreateGameServerGroupRequest.h.

◆ SetMinSize()

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetMinSize ( int  value)
inline

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 191 of file CreateGameServerGroupRequest.h.

◆ SetRoleArn() [1/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetRoleArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 123 of file CreateGameServerGroupRequest.h.

◆ SetRoleArn() [2/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetRoleArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 131 of file CreateGameServerGroupRequest.h.

◆ SetRoleArn() [3/3]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetRoleArn ( const char *  value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 139 of file CreateGameServerGroupRequest.h.

◆ SetTags() [1/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 813 of file CreateGameServerGroupRequest.h.

◆ SetTags() [2/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 826 of file CreateGameServerGroupRequest.h.

◆ SetVpcSubnets() [1/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetVpcSubnets ( const Aws::Vector< Aws::String > &  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 713 of file CreateGameServerGroupRequest.h.

◆ SetVpcSubnets() [2/2]

void Aws::GameLift::Model::CreateGameServerGroupRequest::SetVpcSubnets ( Aws::Vector< Aws::String > &&  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 723 of file CreateGameServerGroupRequest.h.

◆ TagsHasBeenSet()

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 800 of file CreateGameServerGroupRequest.h.

◆ VpcSubnetsHasBeenSet()

bool Aws::GameLift::Model::CreateGameServerGroupRequest::VpcSubnetsHasBeenSet ( ) const
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 703 of file CreateGameServerGroupRequest.h.

◆ WithAutoScalingPolicy() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithAutoScalingPolicy ( const GameServerGroupAutoScalingPolicy value)
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 478 of file CreateGameServerGroupRequest.h.

◆ WithAutoScalingPolicy() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithAutoScalingPolicy ( GameServerGroupAutoScalingPolicy &&  value)
inline

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 488 of file CreateGameServerGroupRequest.h.

◆ WithBalancingStrategy() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithBalancingStrategy ( const BalancingStrategy value)
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 589 of file CreateGameServerGroupRequest.h.

◆ WithBalancingStrategy() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithBalancingStrategy ( BalancingStrategy &&  value)
inline

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

Definition at line 609 of file CreateGameServerGroupRequest.h.

◆ WithGameServerGroupName() [1/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithGameServerGroupName ( const Aws::String value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 84 of file CreateGameServerGroupRequest.h.

◆ WithGameServerGroupName() [2/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithGameServerGroupName ( Aws::String &&  value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 91 of file CreateGameServerGroupRequest.h.

◆ WithGameServerGroupName() [3/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithGameServerGroupName ( const char *  value)
inline

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account.

Definition at line 98 of file CreateGameServerGroupRequest.h.

◆ WithGameServerProtectionPolicy() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithGameServerProtectionPolicy ( const GameServerProtectionPolicy value)
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 670 of file CreateGameServerGroupRequest.h.

◆ WithGameServerProtectionPolicy() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithGameServerProtectionPolicy ( GameServerProtectionPolicy &&  value)
inline

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to NO_PROTECTION by default.

Definition at line 682 of file CreateGameServerGroupRequest.h.

◆ WithInstanceDefinitions() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithInstanceDefinitions ( const Aws::Vector< InstanceDefinition > &  value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 382 of file CreateGameServerGroupRequest.h.

◆ WithInstanceDefinitions() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithInstanceDefinitions ( Aws::Vector< InstanceDefinition > &&  value)
inline

The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

Definition at line 397 of file CreateGameServerGroupRequest.h.

◆ WithLaunchTemplate() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithLaunchTemplate ( const LaunchTemplateSpecification value)
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 294 of file CreateGameServerGroupRequest.h.

◆ WithLaunchTemplate() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithLaunchTemplate ( LaunchTemplateSpecification &&  value)
inline

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 306 of file CreateGameServerGroupRequest.h.

◆ WithMaxSize()

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithMaxSize ( int  value)
inline

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 233 of file CreateGameServerGroupRequest.h.

◆ WithMinSize()

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithMinSize ( int  value)
inline

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

Definition at line 200 of file CreateGameServerGroupRequest.h.

◆ WithRoleArn() [1/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithRoleArn ( const Aws::String value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 147 of file CreateGameServerGroupRequest.h.

◆ WithRoleArn() [2/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithRoleArn ( Aws::String &&  value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 155 of file CreateGameServerGroupRequest.h.

◆ WithRoleArn() [3/3]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithRoleArn ( const char *  value)
inline

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

Definition at line 163 of file CreateGameServerGroupRequest.h.

◆ WithTags() [1/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 839 of file CreateGameServerGroupRequest.h.

◆ WithTags() [2/2]

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

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is 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, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 852 of file CreateGameServerGroupRequest.h.

◆ WithVpcSubnets() [1/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithVpcSubnets ( const Aws::Vector< Aws::String > &  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 733 of file CreateGameServerGroupRequest.h.

◆ WithVpcSubnets() [2/2]

CreateGameServerGroupRequest& Aws::GameLift::Model::CreateGameServerGroupRequest::WithVpcSubnets ( Aws::Vector< Aws::String > &&  value)
inline

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly

Definition at line 743 of file CreateGameServerGroupRequest.h.


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