AWS SDK for C++

AWS SDK for C++ Version 1.11.612

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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
43 {
44 public:
45 AWS_GAMELIFT_API RuntimeConfiguration() = default;
48 AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
49
50
52
56 inline const Aws::Vector<ServerProcess>& GetServerProcesses() const { return m_serverProcesses; }
57 inline bool ServerProcessesHasBeenSet() const { return m_serverProcessesHasBeenSet; }
58 template<typename ServerProcessesT = Aws::Vector<ServerProcess>>
59 void SetServerProcesses(ServerProcessesT&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses = std::forward<ServerProcessesT>(value); }
60 template<typename ServerProcessesT = Aws::Vector<ServerProcess>>
61 RuntimeConfiguration& WithServerProcesses(ServerProcessesT&& value) { SetServerProcesses(std::forward<ServerProcessesT>(value)); return *this;}
62 template<typename ServerProcessesT = ServerProcess>
63 RuntimeConfiguration& AddServerProcesses(ServerProcessesT&& value) { m_serverProcessesHasBeenSet = true; m_serverProcesses.emplace_back(std::forward<ServerProcessesT>(value)); return *this; }
65
67
72 inline int GetMaxConcurrentGameSessionActivations() const { return m_maxConcurrentGameSessionActivations; }
73 inline bool MaxConcurrentGameSessionActivationsHasBeenSet() const { return m_maxConcurrentGameSessionActivationsHasBeenSet; }
74 inline void SetMaxConcurrentGameSessionActivations(int value) { m_maxConcurrentGameSessionActivationsHasBeenSet = true; m_maxConcurrentGameSessionActivations = value; }
77
79
86 inline int GetGameSessionActivationTimeoutSeconds() const { return m_gameSessionActivationTimeoutSeconds; }
87 inline bool GameSessionActivationTimeoutSecondsHasBeenSet() const { return m_gameSessionActivationTimeoutSecondsHasBeenSet; }
88 inline void SetGameSessionActivationTimeoutSeconds(int value) { m_gameSessionActivationTimeoutSecondsHasBeenSet = true; m_gameSessionActivationTimeoutSeconds = value; }
91 private:
92
93 Aws::Vector<ServerProcess> m_serverProcesses;
94 bool m_serverProcessesHasBeenSet = false;
95
96 int m_maxConcurrentGameSessionActivations{0};
97 bool m_maxConcurrentGameSessionActivationsHasBeenSet = false;
98
99 int m_gameSessionActivationTimeoutSeconds{0};
100 bool m_gameSessionActivationTimeoutSecondsHasBeenSet = false;
101 };
102
103} // namespace Model
104} // namespace GameLift
105} // namespace Aws
const Aws::Vector< ServerProcess > & GetServerProcesses() const
AWS_GAMELIFT_API RuntimeConfiguration & operator=(Aws::Utils::Json::JsonView jsonValue)
void SetServerProcesses(ServerProcessesT &&value)
RuntimeConfiguration & WithGameSessionActivationTimeoutSeconds(int value)
RuntimeConfiguration & AddServerProcesses(ServerProcessesT &&value)
RuntimeConfiguration & WithServerProcesses(ServerProcessesT &&value)
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const
RuntimeConfiguration & WithMaxConcurrentGameSessionActivations(int value)
AWS_GAMELIFT_API RuntimeConfiguration(Aws::Utils::Json::JsonView jsonValue)
AWS_GAMELIFT_API RuntimeConfiguration()=default
std::vector< T, Aws::Allocator< T > > Vector
Aws::Utils::Json::JsonValue JsonValue