@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class RuntimeConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
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
Constructor and Description |
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RuntimeConfiguration() |
Modifier and Type | Method and Description |
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RuntimeConfiguration |
clone() |
boolean |
equals(Object obj) |
Integer |
getGameSessionActivationTimeoutSeconds()
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host
players.
|
Integer |
getMaxConcurrentGameSessionActivations()
The number of game sessions in status
ACTIVATING to allow on an instance. |
List<ServerProcess> |
getServerProcesses()
A collection of server process configurations that identify what server processes to run on each instance in a
fleet.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host
players.
|
void |
setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
The number of game sessions in status
ACTIVATING to allow on an instance. |
void |
setServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a
fleet.
|
String |
toString()
Returns a string representation of this object.
|
RuntimeConfiguration |
withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host
players.
|
RuntimeConfiguration |
withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
The number of game sessions in status
ACTIVATING to allow on an instance. |
RuntimeConfiguration |
withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a
fleet.
|
RuntimeConfiguration |
withServerProcesses(ServerProcess... serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a
fleet.
|
public List<ServerProcess> getServerProcesses()
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
public void setServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
serverProcesses
- A collection of server process configurations that identify what server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(ServerProcess... serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
NOTE: This method appends the values to the existing list (if any). Use
setServerProcesses(java.util.Collection)
or withServerProcesses(java.util.Collection)
if you
want to override the existing values.
serverProcesses
- A collection of server process configurations that identify what server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
serverProcesses
- A collection of server process configurations that identify what server processes to run on each instance
in a fleet.public void setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
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.
maxConcurrentGameSessionActivations
- 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.public Integer getMaxConcurrentGameSessionActivations()
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.
ACTIVATING
to allow on an instance. This setting
limits the instance resources that can be used for new game activations at any one time.public RuntimeConfiguration withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
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.
maxConcurrentGameSessionActivations
- 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.public void setGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
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
.
gameSessionActivationTimeoutSeconds
- 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
.public Integer getGameSessionActivationTimeoutSeconds()
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
.
ACTIVATING
. If the game
session does not become active before the timeout, it is ended and the game session status is changed to
TERMINATED
.public RuntimeConfiguration withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
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
.
gameSessionActivationTimeoutSeconds
- 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
.public String toString()
toString
in class Object
Object.toString()
public RuntimeConfiguration clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.