/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include A set of instructions for launching server processes on each instance in a
* fleet. Server processes run either an executable in a custom game build or a
* Realtime Servers script. Server process configurations are part of a fleet's
* runtime configuration.See Also:
AWS
* API Reference
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
The location of a game build executable or the Realtime script file that
* contains the Init()
function. Game builds and Realtime scripts are
* installed on instances at the root:
Windows (custom game
* builds only): C:\game
. Example:
* "C:\game\MyGame\server.exe
"
Linux:
* /local/game
. Examples: "/local/game/MyGame/server.exe
"
* or "/local/game/MyRealtimeScript.js
"
An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline const Aws::String& GetParameters() const{ return m_parameters; } /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline bool ParametersHasBeenSet() const { return m_parametersHasBeenSet; } /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline void SetParameters(const Aws::String& value) { m_parametersHasBeenSet = true; m_parameters = value; } /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline void SetParameters(Aws::String&& value) { m_parametersHasBeenSet = true; m_parameters = std::move(value); } /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline void SetParameters(const char* value) { m_parametersHasBeenSet = true; m_parameters.assign(value); } /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline ServerProcess& WithParameters(const Aws::String& value) { SetParameters(value); return *this;} /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline ServerProcess& WithParameters(Aws::String&& value) { SetParameters(std::move(value)); return *this;} /** *An optional list of parameters to pass to the server executable or Realtime * script on launch.
*/ inline ServerProcess& WithParameters(const char* value) { SetParameters(value); return *this;} /** *The number of server processes using this configuration that run concurrently * on each instance.
*/ inline int GetConcurrentExecutions() const{ return m_concurrentExecutions; } /** *The number of server processes using this configuration that run concurrently * on each instance.
*/ inline bool ConcurrentExecutionsHasBeenSet() const { return m_concurrentExecutionsHasBeenSet; } /** *The number of server processes using this configuration that run concurrently * on each instance.
*/ inline void SetConcurrentExecutions(int value) { m_concurrentExecutionsHasBeenSet = true; m_concurrentExecutions = value; } /** *The number of server processes using this configuration that run concurrently * on each instance.
*/ inline ServerProcess& WithConcurrentExecutions(int value) { SetConcurrentExecutions(value); return *this;} private: Aws::String m_launchPath; bool m_launchPathHasBeenSet = false; Aws::String m_parameters; bool m_parametersHasBeenSet = false; int m_concurrentExecutions; bool m_concurrentExecutionsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws