106 lines
5.1 KiB
C
106 lines
5.1 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/ServerProcess.h>
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#include <utility>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>A set of instructions that define the set of server processes to run on
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* computes in a fleet. Server processes run either an executable in a custom game
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* build or a Realtime Servers script. Amazon GameLift launches the processes,
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* manages their life cycle, and replaces them as needed. Computes check regularly
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* for an updated runtime configuration. </p> <p>An Amazon GameLift instance is
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* limited to 50 processes running concurrently. To calculate the total number of
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* processes defined in a runtime configuration, add the values of the
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* <code>ConcurrentExecutions</code> parameter for each server process. Learn more
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* about <a
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* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html">
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* Running Multiple Processes on a Fleet</a>.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration">AWS
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* API Reference</a></p>
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*/
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class RuntimeConfiguration
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{
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public:
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AWS_GAMELIFT_API RuntimeConfiguration();
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AWS_GAMELIFT_API RuntimeConfiguration(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API RuntimeConfiguration& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>A collection of server process configurations that identify what server
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* processes to run on fleet computes.</p>
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*/
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inline const Aws::Vector<ServerProcess>& GetServerProcesses() const{ return m_serverProcesses; }
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inline bool ServerProcessesHasBeenSet() const { return m_serverProcessesHasBeenSet; }
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inline void SetServerProcesses(const Aws::Vector<ServerProcess>& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses = value; }
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inline void SetServerProcesses(Aws::Vector<ServerProcess>&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses = std::move(value); }
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inline RuntimeConfiguration& WithServerProcesses(const Aws::Vector<ServerProcess>& value) { SetServerProcesses(value); return *this;}
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inline RuntimeConfiguration& WithServerProcesses(Aws::Vector<ServerProcess>&& value) { SetServerProcesses(std::move(value)); return *this;}
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inline RuntimeConfiguration& AddServerProcesses(const ServerProcess& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(value); return *this; }
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inline RuntimeConfiguration& AddServerProcesses(ServerProcess&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(std::move(value)); return *this; }
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///@}
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///@{
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/**
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* <p>The number of game sessions in status <code>ACTIVATING</code> to allow on an
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* instance. This setting limits the instance resources that can be used for new
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* game activations at any one time.</p>
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*/
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inline int GetMaxConcurrentGameSessionActivations() const{ return m_maxConcurrentGameSessionActivations; }
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inline bool MaxConcurrentGameSessionActivationsHasBeenSet() const { return m_maxConcurrentGameSessionActivationsHasBeenSet; }
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inline void SetMaxConcurrentGameSessionActivations(int value) { m_maxConcurrentGameSessionActivationsHasBeenSet = true; m_maxConcurrentGameSessionActivations = value; }
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inline RuntimeConfiguration& WithMaxConcurrentGameSessionActivations(int value) { SetMaxConcurrentGameSessionActivations(value); return *this;}
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///@}
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///@{
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/**
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* <p>The maximum amount of time (in seconds) allowed to launch a new game session
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* and have it report ready to host players. During this time, the game session is
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* in status <code>ACTIVATING</code>. If the game session does not become active
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* before the timeout, it is ended and the game session status is changed to
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* <code>TERMINATED</code>.</p>
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*/
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inline int GetGameSessionActivationTimeoutSeconds() const{ return m_gameSessionActivationTimeoutSeconds; }
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inline bool GameSessionActivationTimeoutSecondsHasBeenSet() const { return m_gameSessionActivationTimeoutSecondsHasBeenSet; }
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inline void SetGameSessionActivationTimeoutSeconds(int value) { m_gameSessionActivationTimeoutSecondsHasBeenSet = true; m_gameSessionActivationTimeoutSeconds = value; }
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inline RuntimeConfiguration& WithGameSessionActivationTimeoutSeconds(int value) { SetGameSessionActivationTimeoutSeconds(value); return *this;}
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///@}
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private:
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Aws::Vector<ServerProcess> m_serverProcesses;
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bool m_serverProcessesHasBeenSet = false;
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int m_maxConcurrentGameSessionActivations;
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bool m_maxConcurrentGameSessionActivationsHasBeenSet = false;
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int m_gameSessionActivationTimeoutSeconds;
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bool m_gameSessionActivationTimeoutSecondsHasBeenSet = false;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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