/*
* 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;
}
}
}