/* * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). * You may not use this file except in compliance with the License. * A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either * express or implied. See the License for the specific language governing * permissions and limitations under the License. */ /* * Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model. */ using System; using System.Collections.Generic; using System.Xml.Serialization; using System.Text; using System.IO; using System.Net; using Amazon.Runtime; using Amazon.Runtime.Internal; namespace Amazon.GameLift.Model { /// /// 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. /// /// public partial class RuntimeConfiguration { private int? _gameSessionActivationTimeoutSeconds; private int? _maxConcurrentGameSessionActivations; private List _serverProcesses = new List(); /// /// Gets and sets the property GameSessionActivationTimeoutSeconds. /// /// 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. /// /// [AWSProperty(Min=1, Max=600)] public int GameSessionActivationTimeoutSeconds { get { return this._gameSessionActivationTimeoutSeconds.GetValueOrDefault(); } set { this._gameSessionActivationTimeoutSeconds = value; } } // Check to see if GameSessionActivationTimeoutSeconds property is set internal bool IsSetGameSessionActivationTimeoutSeconds() { return this._gameSessionActivationTimeoutSeconds.HasValue; } /// /// Gets and sets the property MaxConcurrentGameSessionActivations. /// /// 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. /// /// [AWSProperty(Min=1, Max=2147483647)] public int MaxConcurrentGameSessionActivations { get { return this._maxConcurrentGameSessionActivations.GetValueOrDefault(); } set { this._maxConcurrentGameSessionActivations = value; } } // Check to see if MaxConcurrentGameSessionActivations property is set internal bool IsSetMaxConcurrentGameSessionActivations() { return this._maxConcurrentGameSessionActivations.HasValue; } /// /// Gets and sets the property ServerProcesses. /// /// A collection of server process configurations that identify what server processes /// to run on each instance in a fleet. /// /// [AWSProperty(Min=1, Max=50)] public List ServerProcesses { get { return this._serverProcesses; } set { this._serverProcesses = value; } } // Check to see if ServerProcesses property is set internal bool IsSetServerProcesses() { return this._serverProcesses != null && this._serverProcesses.Count > 0; } } }