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