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pub struct RuntimeConfiguration {
    pub game_session_activation_timeout_seconds: Option<i64>,
    pub max_concurrent_game_session_activations: Option<i64>,
    pub server_processes: Option<Vec<ServerProcess>>,
}
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. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A 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 ServerProcess. Learn more about Running Multiple Processes on a Fleet.

Related actions

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

Fields

game_session_activation_timeout_seconds: Option<i64>

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.

max_concurrent_game_session_activations: Option<i64>

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.

server_processes: Option<Vec<ServerProcess>>

A collection of server process configurations that identify what server processes to run on each instance in a fleet.

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