AWS SDK for C++

AWS SDK for C++ Version 1.11.440

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RuntimeConfiguration.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/core/utils/memory/stl/AWSVector.h>
9#include <aws/gamelift/model/ServerProcess.h>
10#include <utility>
11
12namespace Aws
13{
14namespace Utils
15{
16namespace Json
17{
18 class JsonValue;
19 class JsonView;
20} // namespace Json
21} // namespace Utils
22namespace GameLift
23{
24namespace Model
25{
26
47 {
48 public:
49 AWS_GAMELIFT_API RuntimeConfiguration();
52 AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
53
54
56
60 inline const Aws::Vector<ServerProcess>& GetServerProcesses() const{ return m_serverProcesses; }
61 inline bool ServerProcessesHasBeenSet() const { return m_serverProcessesHasBeenSet; }
62 inline void SetServerProcesses(const Aws::Vector<ServerProcess>& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses = value; }
63 inline void SetServerProcesses(Aws::Vector<ServerProcess>&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses = std::move(value); }
66 inline RuntimeConfiguration& AddServerProcesses(const ServerProcess& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(value); return *this; }
67 inline RuntimeConfiguration& AddServerProcesses(ServerProcess&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.push_back(std::move(value)); return *this; }
69
71
76 inline int GetMaxConcurrentGameSessionActivations() const{ return m_maxConcurrentGameSessionActivations; }
77 inline bool MaxConcurrentGameSessionActivationsHasBeenSet() const { return m_maxConcurrentGameSessionActivationsHasBeenSet; }
78 inline void SetMaxConcurrentGameSessionActivations(int value) { m_maxConcurrentGameSessionActivationsHasBeenSet = true; m_maxConcurrentGameSessionActivations = value; }
81
83
90 inline int GetGameSessionActivationTimeoutSeconds() const{ return m_gameSessionActivationTimeoutSeconds; }
91 inline bool GameSessionActivationTimeoutSecondsHasBeenSet() const { return m_gameSessionActivationTimeoutSecondsHasBeenSet; }
92 inline void SetGameSessionActivationTimeoutSeconds(int value) { m_gameSessionActivationTimeoutSecondsHasBeenSet = true; m_gameSessionActivationTimeoutSeconds = value; }
95 private:
96
97 Aws::Vector<ServerProcess> m_serverProcesses;
98 bool m_serverProcessesHasBeenSet = false;
99
100 int m_maxConcurrentGameSessionActivations;
101 bool m_maxConcurrentGameSessionActivationsHasBeenSet = false;
102
103 int m_gameSessionActivationTimeoutSeconds;
104 bool m_gameSessionActivationTimeoutSecondsHasBeenSet = false;
105 };
106
107} // namespace Model
108} // namespace GameLift
109} // namespace Aws
const Aws::Vector< ServerProcess > & GetServerProcesses() const
AWS_GAMELIFT_API RuntimeConfiguration & operator=(Aws::Utils::Json::JsonView jsonValue)
RuntimeConfiguration & WithGameSessionActivationTimeoutSeconds(int value)
RuntimeConfiguration & AddServerProcesses(ServerProcess &&value)
void SetServerProcesses(Aws::Vector< ServerProcess > &&value)
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const
RuntimeConfiguration & WithServerProcesses(const Aws::Vector< ServerProcess > &value)
RuntimeConfiguration & WithMaxConcurrentGameSessionActivations(int value)
RuntimeConfiguration & WithServerProcesses(Aws::Vector< ServerProcess > &&value)
AWS_GAMELIFT_API RuntimeConfiguration(Aws::Utils::Json::JsonView jsonValue)
void SetServerProcesses(const Aws::Vector< ServerProcess > &value)
RuntimeConfiguration & AddServerProcesses(const ServerProcess &value)
std::vector< T, Aws::Allocator< T > > Vector
Aws::Utils::Json::JsonValue JsonValue