AWS SDK for C++  1.9.66
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 the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet.

Related actions

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

See Also:

AWS API Reference

Definition at line 44 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 identify what server processes to run on each instance in a fleet.

Definition at line 93 of file RuntimeConfiguration.h.

◆ AddServerProcesses() [2/2]

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

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

Definition at line 99 of file RuntimeConfiguration.h.

◆ GameSessionActivationTimeoutSecondsHasBeenSet()

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

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

Definition at line 147 of file RuntimeConfiguration.h.

◆ GetGameSessionActivationTimeoutSeconds()

int Aws::GameLift::Model::RuntimeConfiguration::GetGameSessionActivationTimeoutSeconds ( ) const
inline

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

Definition at line 138 of file RuntimeConfiguration.h.

◆ GetMaxConcurrentGameSessionActivations()

int Aws::GameLift::Model::RuntimeConfiguration::GetMaxConcurrentGameSessionActivations ( ) const
inline

The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

Definition at line 107 of file RuntimeConfiguration.h.

◆ GetServerProcesses()

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

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

Definition at line 57 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 number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

Definition at line 114 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 identify what server processes to run on each instance in a fleet.

Definition at line 63 of file RuntimeConfiguration.h.

◆ SetGameSessionActivationTimeoutSeconds()

void Aws::GameLift::Model::RuntimeConfiguration::SetGameSessionActivationTimeoutSeconds ( int  value)
inline

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

Definition at line 156 of file RuntimeConfiguration.h.

◆ SetMaxConcurrentGameSessionActivations()

void Aws::GameLift::Model::RuntimeConfiguration::SetMaxConcurrentGameSessionActivations ( int  value)
inline

The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

Definition at line 121 of file RuntimeConfiguration.h.

◆ SetServerProcesses() [1/2]

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

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

Definition at line 75 of file RuntimeConfiguration.h.

◆ SetServerProcesses() [2/2]

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

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

Definition at line 69 of file RuntimeConfiguration.h.

◆ WithGameSessionActivationTimeoutSeconds()

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithGameSessionActivationTimeoutSeconds ( int  value)
inline

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

Definition at line 165 of file RuntimeConfiguration.h.

◆ WithMaxConcurrentGameSessionActivations()

RuntimeConfiguration& Aws::GameLift::Model::RuntimeConfiguration::WithMaxConcurrentGameSessionActivations ( int  value)
inline

The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

Definition at line 128 of file RuntimeConfiguration.h.

◆ WithServerProcesses() [1/2]

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

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

Definition at line 87 of file RuntimeConfiguration.h.

◆ WithServerProcesses() [2/2]

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

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

Definition at line 81 of file RuntimeConfiguration.h.


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