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

This data type has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.

A set of instructions that define the set of server processes to run on computes in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Amazon GameLift launches the processes, manages their life cycle, and replaces them as needed. Computes check regularly for an updated runtime configuration.

On a container fleet, the Amazon GameLift Agent uses the runtime configuration to manage the lifecycle of server processes in a replica container group.

An Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes defined 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 fleet computes.

§max_concurrent_game_session_activations: Option<i32>

The number of game sessions in status ACTIVATING to allow on an instance or container. 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

source

pub fn server_processes(&self) -> &[ServerProcess]

A collection of server process configurations that identify what server processes to run on fleet computes.

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().

source

pub fn max_concurrent_game_session_activations(&self) -> Option<i32>

The number of game sessions in status ACTIVATING to allow on an instance or container. This setting limits the instance resources that can be used for new game activations at any one time.

source

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

source

pub fn builder() -> RuntimeConfigurationBuilder

Creates a new builder-style object to manufacture RuntimeConfiguration.

Trait Implementations§

source§

impl Clone for RuntimeConfiguration

source§

fn clone(&self) -> RuntimeConfiguration

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for RuntimeConfiguration

source§

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

Formats the value using the given formatter. Read more
source§

impl PartialEq for RuntimeConfiguration

source§

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

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

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.
source§

impl StructuralPartialEq for RuntimeConfiguration

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

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

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T> Instrument for T

source§

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

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

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

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

source§

fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
source§

impl<T> Same for T

§

type Output = T

Should always be Self
source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> WithSubscriber for T

source§

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
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

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