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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>A set of instructions for launching server processes on fleet computes.
* Server processes run either an executable in a custom game build or a Realtime
* Servers script. Server process configurations are part of a fleet's runtime
* configuration.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess">AWS
* API Reference</a></p>
*/
class ServerProcess
{
public:
AWS_GAMELIFT_API ServerProcess();
AWS_GAMELIFT_API ServerProcess(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API ServerProcess& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>The location of a game build executable or Realtime script. Game builds and
* Realtime scripts are installed on instances at the root: </p> <ul> <li>
* <p>Windows (custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
* <p>Amazon GameLift doesn't support the use of setup scripts that launch the game
* executable. For custom game builds, this parameter must indicate the executable
* that calls the server SDK operations <code>initSDK()</code> and
* <code>ProcessReady()</code>. </p>
*/
inline const Aws::String& GetLaunchPath() const{ return m_launchPath; }
inline bool LaunchPathHasBeenSet() const { return m_launchPathHasBeenSet; }
inline void SetLaunchPath(const Aws::String& value) { m_launchPathHasBeenSet = true; m_launchPath = value; }
inline void SetLaunchPath(Aws::String&& value) { m_launchPathHasBeenSet = true; m_launchPath = std::move(value); }
inline void SetLaunchPath(const char* value) { m_launchPathHasBeenSet = true; m_launchPath.assign(value); }
inline ServerProcess& WithLaunchPath(const Aws::String& value) { SetLaunchPath(value); return *this;}
inline ServerProcess& WithLaunchPath(Aws::String&& value) { SetLaunchPath(std::move(value)); return *this;}
inline ServerProcess& WithLaunchPath(const char* value) { SetLaunchPath(value); return *this;}
///@}
///@{
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline const Aws::String& GetParameters() const{ return m_parameters; }
inline bool ParametersHasBeenSet() const { return m_parametersHasBeenSet; }
inline void SetParameters(const Aws::String& value) { m_parametersHasBeenSet = true; m_parameters = value; }
inline void SetParameters(Aws::String&& value) { m_parametersHasBeenSet = true; m_parameters = std::move(value); }
inline void SetParameters(const char* value) { m_parametersHasBeenSet = true; m_parameters.assign(value); }
inline ServerProcess& WithParameters(const Aws::String& value) { SetParameters(value); return *this;}
inline ServerProcess& WithParameters(Aws::String&& value) { SetParameters(std::move(value)); return *this;}
inline ServerProcess& WithParameters(const char* value) { SetParameters(value); return *this;}
///@}
///@{
/**
* <p>The number of server processes using this configuration that run concurrently
* on each instance or compute.</p>
*/
inline int GetConcurrentExecutions() const{ return m_concurrentExecutions; }
inline bool ConcurrentExecutionsHasBeenSet() const { return m_concurrentExecutionsHasBeenSet; }
inline void SetConcurrentExecutions(int value) { m_concurrentExecutionsHasBeenSet = true; m_concurrentExecutions = value; }
inline ServerProcess& WithConcurrentExecutions(int value) { SetConcurrentExecutions(value); return *this;}
///@}
private:
Aws::String m_launchPath;
bool m_launchPathHasBeenSet = false;
Aws::String m_parameters;
bool m_parametersHasBeenSet = false;
int m_concurrentExecutions;
bool m_concurrentExecutionsHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws