/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include 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. Amazon GameLift
* launches the configured processes, manages their life cycle, and replaces them
* as needed. Each instance checks regularly for an updated runtime configuration.
* A Amazon 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 server process. Learn more about
* Running Multiple Processes on a Fleet.See Also:
AWS
* API Reference
A collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline const Aws::VectorA collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline bool ServerProcessesHasBeenSet() const { return m_serverProcessesHasBeenSet; } /** *A collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline void SetServerProcesses(const Aws::VectorA collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline void SetServerProcesses(Aws::VectorA collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& WithServerProcesses(const Aws::VectorA collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& WithServerProcesses(Aws::VectorA collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& AddServerProcesses(const ServerProcess& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(value); return *this; } /** *A collection of server process configurations that identify what server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& AddServerProcesses(ServerProcess&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(std::move(value)); return *this; } /** *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.
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.
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.
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.
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
.
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
.
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
.
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
.