/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include A collection of server process configurations that describe what processes to
* run on each instance in a fleet. Server processes run either a custom game build
* executable or a Realtime Servers script. Each instance in the fleet starts the
* specified server processes and continues to start new processes as existing
* processes end. Each instance regularly checks for an updated runtime
* configuration. The runtime configuration enables the instances in a
* fleet to run multiple processes simultaneously. Learn more about
* Running Multiple Processes on a Fleet . A Amazon GameLift instance is
* limited to 50 processes running simultaneously. To calculate the total number of
* processes in a runtime configuration, add the values of the
* ConcurrentExecutions parameter for each ServerProcess
* object.
See Also:
AWS
* API Reference
A collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline const Aws::VectorA collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline bool ServerProcessesHasBeenSet() const { return m_serverProcessesHasBeenSet; } /** *A collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline void SetServerProcesses(const Aws::VectorA collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline void SetServerProcesses(Aws::VectorA collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& WithServerProcesses(const Aws::VectorA collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& WithServerProcesses(Aws::VectorA collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& AddServerProcesses(const ServerProcess& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(value); return *this; } /** *A collection of server process configurations that describe which server * processes to run on each instance in a fleet.
*/ inline RuntimeConfiguration& AddServerProcesses(ServerProcess&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(std::move(value)); return *this; } /** *The maximum number of game sessions with status ACTIVATING to
* allow on an instance simultaneously. This setting limits the amount of instance
* resources that can be used for new game activations at any one time.
The maximum number of game sessions with status ACTIVATING to
* allow on an instance simultaneously. This setting limits the amount of instance
* resources that can be used for new game activations at any one time.
The maximum number of game sessions with status ACTIVATING to
* allow on an instance simultaneously. This setting limits the amount of instance
* resources that can be used for new game activations at any one time.
The maximum number of game sessions with status ACTIVATING to
* allow on an instance simultaneously. This setting limits the amount of instance
* resources that can be used for new game activations at any one time.
The maximum amount of time (in seconds) that a game session can remain in
* status ACTIVATING. If the game session is not active before the
* timeout, activation is terminated and the game session status is changed to
* TERMINATED.
The maximum amount of time (in seconds) that a game session can remain in
* status ACTIVATING. If the game session is not active before the
* timeout, activation is terminated and the game session status is changed to
* TERMINATED.
The maximum amount of time (in seconds) that a game session can remain in
* status ACTIVATING. If the game session is not active before the
* timeout, activation is terminated and the game session status is changed to
* TERMINATED.
The maximum amount of time (in seconds) that a game session can remain in
* status ACTIVATING. If the game session is not active before the
* timeout, activation is terminated and the game session status is changed to
* TERMINATED.