AWS SDK for C++
1.8.129
AWS SDK for C++
|
#include <RuntimeConfiguration.h>
A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.
The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .
A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions
parameter for each ServerProcess object.
CreateFleet
ListFleets
DeleteFleet
DescribeFleetAttributes
UpdateFleetAttributes
StartFleetActions or StopFleetActions
Definition at line 48 of file RuntimeConfiguration.h.
Aws::GameLift::Model::RuntimeConfiguration::RuntimeConfiguration | ( | ) |
Aws::GameLift::Model::RuntimeConfiguration::RuntimeConfiguration | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 97 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 103 of file RuntimeConfiguration.h.
|
inline |
The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED
.
Definition at line 149 of file RuntimeConfiguration.h.
|
inline |
The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED
.
Definition at line 141 of file RuntimeConfiguration.h.
|
inline |
The maximum number of game sessions with status ACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
Definition at line 111 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 61 of file RuntimeConfiguration.h.
Aws::Utils::Json::JsonValue Aws::GameLift::Model::RuntimeConfiguration::Jsonize | ( | ) | const |
|
inline |
The maximum number of game sessions with status ACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
Definition at line 118 of file RuntimeConfiguration.h.
RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::operator= | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 67 of file RuntimeConfiguration.h.
|
inline |
The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED
.
Definition at line 157 of file RuntimeConfiguration.h.
|
inline |
The maximum number of game sessions with status ACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
Definition at line 125 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 79 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 73 of file RuntimeConfiguration.h.
|
inline |
The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING
. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED
.
Definition at line 165 of file RuntimeConfiguration.h.
|
inline |
The maximum number of game sessions with status ACTIVATING
to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
Definition at line 132 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 91 of file RuntimeConfiguration.h.
|
inline |
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
Definition at line 85 of file RuntimeConfiguration.h.