@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class RuntimeConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.
The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.
A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of
processes specified in a runtime configuration, add the values of the ConcurrentExecutions
parameter for
each ServerProcess
object in the runtime configuration.
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()
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING.
|
Integer |
getMaxConcurrentGameSessionActivations()
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously.
|
List<ServerProcess> |
getServerProcesses()
Collection of server process configurations that describe which 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)
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING.
|
void |
setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously.
|
void |
setServerProcesses(Collection<ServerProcess> serverProcesses)
Collection of server process configurations that describe which server processes to run on each instance in a
fleet.
|
String |
toString()
Returns a string representation of this object; useful for testing and debugging.
|
RuntimeConfiguration |
withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING.
|
RuntimeConfiguration |
withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously.
|
RuntimeConfiguration |
withServerProcesses(Collection<ServerProcess> serverProcesses)
Collection of server process configurations that describe which server processes to run on each instance in a
fleet.
|
RuntimeConfiguration |
withServerProcesses(ServerProcess... serverProcesses)
Collection of server process configurations that describe which server processes to run on each instance in a
fleet.
|
public List<ServerProcess> getServerProcesses()
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
public void setServerProcesses(Collection<ServerProcess> serverProcesses)
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
serverProcesses
- Collection of server process configurations that describe which server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(ServerProcess... serverProcesses)
Collection of server process configurations that describe which 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
- Collection of server process configurations that describe which server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(Collection<ServerProcess> serverProcesses)
Collection of server process configurations that describe which server processes to run on each instance in a fleet.
serverProcesses
- Collection of server process configurations that describe which server processes to run on each instance
in a fleet.public void setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
maxConcurrentGameSessionActivations
- Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
setting limits the amount of instance resources that can be used for new game activations at any one time.public Integer getMaxConcurrentGameSessionActivations()
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
public RuntimeConfiguration withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
maxConcurrentGameSessionActivations
- Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
setting limits the amount of instance resources that can be used for new game activations at any one time.public void setGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
gameSessionActivationTimeoutSeconds
- Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
session is not active before the timeout, activation is terminated and the game session status is changed
to TERMINATED.public Integer getGameSessionActivationTimeoutSeconds()
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
public RuntimeConfiguration withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
gameSessionActivationTimeoutSeconds
- Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
session is not active before the timeout, activation is terminated 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.Copyright © 2013 Amazon Web Services, Inc. All Rights Reserved.