#[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
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional 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.

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impl RuntimeConfiguration

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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().

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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.

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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.

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impl RuntimeConfiguration

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pub fn builder() -> RuntimeConfigurationBuilder

Creates a new builder-style object to manufacture RuntimeConfiguration.

Trait Implementations§

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impl Clone for RuntimeConfiguration

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fn clone(&self) -> RuntimeConfiguration

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RuntimeConfiguration

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for RuntimeConfiguration

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fn eq(&self, other: &RuntimeConfiguration) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for RuntimeConfiguration

Auto Trait Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<Unshared, Shared> IntoShared<Shared> for Unsharedwhere Shared: FromUnshared<Unshared>,

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fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more