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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ServerProcess.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>A set of instructions for launching server processes on each instance in a
* fleet. Server processes run either a custom game build executable or a Realtime
* Servers script. Each instruction set identifies the location of the custom game
* build executable or Realtime launch script, optional launch parameters, and the
* number of server processes with this configuration to maintain concurrently on
* the instance. Server process configurations make up a fleet's <code>
* <a>RuntimeConfiguration</a> </code>.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API ServerProcess
{
public:
ServerProcess();
ServerProcess(Aws::Utils::Json::JsonView jsonValue);
ServerProcess& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline const Aws::String& GetLaunchPath() const{ return m_launchPath; }
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline bool LaunchPathHasBeenSet() const { return m_launchPathHasBeenSet; }
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline void SetLaunchPath(const Aws::String& value) { m_launchPathHasBeenSet = true; m_launchPath = value; }
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline void SetLaunchPath(Aws::String&& value) { m_launchPathHasBeenSet = true; m_launchPath = std::move(value); }
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline void SetLaunchPath(const char* value) { m_launchPathHasBeenSet = true; m_launchPath.assign(value); }
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline ServerProcess& WithLaunchPath(const Aws::String& value) { SetLaunchPath(value); return *this;}
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline ServerProcess& WithLaunchPath(Aws::String&& value) { SetLaunchPath(std::move(value)); return *this;}
/**
* <p>The location of the server executable in a custom game build or the name of
* the Realtime script file that contains the <code>Init()</code> function. Game
* builds and Realtime scripts are installed on instances at the root: </p> <ul>
* <li> <p>Windows (for custom game builds only): <code>C:\game</code>. Example:
* "<code>C:\game\MyGame\server.exe</code>" </p> </li> <li> <p>Linux:
* <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>"
* or "<code>/local/game/MyRealtimeScript.js</code>"</p> </li> </ul>
*/
inline ServerProcess& WithLaunchPath(const char* value) { SetLaunchPath(value); return *this;}
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline const Aws::String& GetParameters() const{ return m_parameters; }
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline bool ParametersHasBeenSet() const { return m_parametersHasBeenSet; }
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline void SetParameters(const Aws::String& value) { m_parametersHasBeenSet = true; m_parameters = value; }
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline void SetParameters(Aws::String&& value) { m_parametersHasBeenSet = true; m_parameters = std::move(value); }
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline void SetParameters(const char* value) { m_parametersHasBeenSet = true; m_parameters.assign(value); }
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline ServerProcess& WithParameters(const Aws::String& value) { SetParameters(value); return *this;}
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline ServerProcess& WithParameters(Aws::String&& value) { SetParameters(std::move(value)); return *this;}
/**
* <p>An optional list of parameters to pass to the server executable or Realtime
* script on launch.</p>
*/
inline ServerProcess& WithParameters(const char* value) { SetParameters(value); return *this;}
/**
* <p>The number of server processes that use this configuration to run
* concurrently on an instance.</p>
*/
inline int GetConcurrentExecutions() const{ return m_concurrentExecutions; }
/**
* <p>The number of server processes that use this configuration to run
* concurrently on an instance.</p>
*/
inline bool ConcurrentExecutionsHasBeenSet() const { return m_concurrentExecutionsHasBeenSet; }
/**
* <p>The number of server processes that use this configuration to run
* concurrently on an instance.</p>
*/
inline void SetConcurrentExecutions(int value) { m_concurrentExecutionsHasBeenSet = true; m_concurrentExecutions = value; }
/**
* <p>The number of server processes that use this configuration to run
* concurrently on an instance.</p>
*/
inline ServerProcess& WithConcurrentExecutions(int value) { SetConcurrentExecutions(value); return *this;}
private:
Aws::String m_launchPath;
bool m_launchPathHasBeenSet;
Aws::String m_parameters;
bool m_parametersHasBeenSet;
int m_concurrentExecutions;
bool m_concurrentExecutionsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws