Struct aws_sdk_gamelift::types::RuntimeConfiguration
source · #[non_exhaustive]pub struct RuntimeConfiguration {
pub server_processes: Option<Vec<ServerProcess>>,
pub max_concurrent_game_session_activations: Option<i32>,
pub game_session_activation_timeout_seconds: Option<i32>,
}
Expand description
A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Amazon GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.
A Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions
parameter for each server process. Learn more about Running Multiple Processes on a Fleet.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.server_processes: Option<Vec<ServerProcess>>
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
max_concurrent_game_session_activations: Option<i32>
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
game_session_activation_timeout_seconds: Option<i32>
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
Implementations§
source§impl RuntimeConfiguration
impl RuntimeConfiguration
sourcepub fn server_processes(&self) -> &[ServerProcess]
pub fn server_processes(&self) -> &[ServerProcess]
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .server_processes.is_none()
.
sourcepub fn max_concurrent_game_session_activations(&self) -> Option<i32>
pub fn max_concurrent_game_session_activations(&self) -> Option<i32>
The number of game sessions in status ACTIVATING
to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
sourcepub fn game_session_activation_timeout_seconds(&self) -> Option<i32>
pub fn game_session_activation_timeout_seconds(&self) -> Option<i32>
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING
. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED
.
source§impl RuntimeConfiguration
impl RuntimeConfiguration
sourcepub fn builder() -> RuntimeConfigurationBuilder
pub fn builder() -> RuntimeConfigurationBuilder
Creates a new builder-style object to manufacture RuntimeConfiguration
.
Trait Implementations§
source§impl Clone for RuntimeConfiguration
impl Clone for RuntimeConfiguration
source§fn clone(&self) -> RuntimeConfiguration
fn clone(&self) -> RuntimeConfiguration
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for RuntimeConfiguration
impl Debug for RuntimeConfiguration
source§impl PartialEq for RuntimeConfiguration
impl PartialEq for RuntimeConfiguration
source§fn eq(&self, other: &RuntimeConfiguration) -> bool
fn eq(&self, other: &RuntimeConfiguration) -> bool
self
and other
values to be equal, and is used
by ==
.