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
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
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 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()
.
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 or container. 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 ==
.impl StructuralPartialEq for RuntimeConfiguration
Auto Trait Implementations§
impl Freeze for RuntimeConfiguration
impl RefUnwindSafe for RuntimeConfiguration
impl Send for RuntimeConfiguration
impl Sync for RuntimeConfiguration
impl Unpin for RuntimeConfiguration
impl UnwindSafe for RuntimeConfiguration
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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 moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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