AWS SDK for C++  1.7.349
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::RuntimeConfiguration Class Reference

#include <RuntimeConfiguration.h>

Public Member Functions

 RuntimeConfiguration ()
 
 RuntimeConfiguration (Aws::Utils::Json::JsonView jsonValue)
 
RuntimeConfigurationoperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const Aws::Vector< ServerProcess > & GetServerProcesses () const
 
bool ServerProcessesHasBeenSet () const
 
void SetServerProcesses (const Aws::Vector< ServerProcess > &value)
 
void SetServerProcesses (Aws::Vector< ServerProcess > &&value)
 
RuntimeConfigurationWithServerProcesses (const Aws::Vector< ServerProcess > &value)
 
RuntimeConfigurationWithServerProcesses (Aws::Vector< ServerProcess > &&value)
 
RuntimeConfigurationAddServerProcesses (const ServerProcess &value)
 
RuntimeConfigurationAddServerProcesses (ServerProcess &&value)
 
int GetMaxConcurrentGameSessionActivations () const
 
bool MaxConcurrentGameSessionActivationsHasBeenSet () const
 
void SetMaxConcurrentGameSessionActivations (int value)
 
RuntimeConfigurationWithMaxConcurrentGameSessionActivations (int value)
 
int GetGameSessionActivationTimeoutSeconds () const
 
bool GameSessionActivationTimeoutSecondsHasBeenSet () const
 
void SetGameSessionActivationTimeoutSeconds (int value)
 
RuntimeConfigurationWithGameSessionActivationTimeoutSeconds (int value)
 

Detailed Description

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.

See Also:

AWS API Reference

Definition at line 58 of file RuntimeConfiguration.h.

Constructor & Destructor Documentation

◆ RuntimeConfiguration() [1/2]

Aws::GameLift::Model::RuntimeConfiguration::RuntimeConfiguration ( )

◆ RuntimeConfiguration() [2/2]

Aws::GameLift::Model::RuntimeConfiguration::RuntimeConfiguration ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ AddServerProcesses() [1/2]

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::AddServerProcesses ( const ServerProcess value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 107 of file RuntimeConfiguration.h.

◆ AddServerProcesses() [2/2]

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::AddServerProcesses ( ServerProcess &&  value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 113 of file RuntimeConfiguration.h.

◆ GameSessionActivationTimeoutSecondsHasBeenSet()

bool Aws::GameLift::Model::RuntimeConfiguration::GameSessionActivationTimeoutSecondsHasBeenSet ( ) const
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 159 of file RuntimeConfiguration.h.

◆ GetGameSessionActivationTimeoutSeconds()

int Aws::GameLift::Model::RuntimeConfiguration::GetGameSessionActivationTimeoutSeconds ( ) const
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 151 of file RuntimeConfiguration.h.

◆ GetMaxConcurrentGameSessionActivations()

int Aws::GameLift::Model::RuntimeConfiguration::GetMaxConcurrentGameSessionActivations ( ) 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 121 of file RuntimeConfiguration.h.

◆ GetServerProcesses()

const Aws::Vector<ServerProcess>& Aws::GameLift::Model::RuntimeConfiguration::GetServerProcesses ( ) const
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 71 of file RuntimeConfiguration.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::GameLift::Model::RuntimeConfiguration::Jsonize ( ) const

◆ MaxConcurrentGameSessionActivationsHasBeenSet()

bool Aws::GameLift::Model::RuntimeConfiguration::MaxConcurrentGameSessionActivationsHasBeenSet ( ) 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 128 of file RuntimeConfiguration.h.

◆ operator=()

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ ServerProcessesHasBeenSet()

bool Aws::GameLift::Model::RuntimeConfiguration::ServerProcessesHasBeenSet ( ) const
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 77 of file RuntimeConfiguration.h.

◆ SetGameSessionActivationTimeoutSeconds()

void Aws::GameLift::Model::RuntimeConfiguration::SetGameSessionActivationTimeoutSeconds ( int  value)
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 167 of file RuntimeConfiguration.h.

◆ SetMaxConcurrentGameSessionActivations()

void Aws::GameLift::Model::RuntimeConfiguration::SetMaxConcurrentGameSessionActivations ( int  value)
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 135 of file RuntimeConfiguration.h.

◆ SetServerProcesses() [1/2]

void Aws::GameLift::Model::RuntimeConfiguration::SetServerProcesses ( const Aws::Vector< ServerProcess > &  value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 83 of file RuntimeConfiguration.h.

◆ SetServerProcesses() [2/2]

void Aws::GameLift::Model::RuntimeConfiguration::SetServerProcesses ( Aws::Vector< ServerProcess > &&  value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 89 of file RuntimeConfiguration.h.

◆ WithGameSessionActivationTimeoutSeconds()

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithGameSessionActivationTimeoutSeconds ( int  value)
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 175 of file RuntimeConfiguration.h.

◆ WithMaxConcurrentGameSessionActivations()

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithMaxConcurrentGameSessionActivations ( int  value)
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 142 of file RuntimeConfiguration.h.

◆ WithServerProcesses() [1/2]

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithServerProcesses ( const Aws::Vector< ServerProcess > &  value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 95 of file RuntimeConfiguration.h.

◆ WithServerProcesses() [2/2]

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithServerProcesses ( Aws::Vector< ServerProcess > &&  value)
inline

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

Definition at line 101 of file RuntimeConfiguration.h.


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