@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 what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.
The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .
A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of
processes in a runtime configuration, add the values of the ConcurrentExecutions
parameter for each
ServerProcess object.
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) that a game session can remain in status
ACTIVATING . |
Integer |
getMaxConcurrentGameSessionActivations()
The maximum number of game sessions with status
ACTIVATING to allow on an instance simultaneously. |
List<ServerProcess> |
getServerProcesses()
A 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)
The maximum amount of time (in seconds) that a game session can remain in status
ACTIVATING . |
void |
setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
The maximum number of game sessions with status
ACTIVATING to allow on an instance simultaneously. |
void |
setServerProcesses(Collection<ServerProcess> serverProcesses)
A 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.
|
RuntimeConfiguration |
withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds)
The maximum amount of time (in seconds) that a game session can remain in status
ACTIVATING . |
RuntimeConfiguration |
withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
The maximum number of game sessions with status
ACTIVATING to allow on an instance simultaneously. |
RuntimeConfiguration |
withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that describe which server processes to run on each instance in a
fleet.
|
RuntimeConfiguration |
withServerProcesses(ServerProcess... serverProcesses)
A collection of server process configurations that describe which server processes to run on each instance in a
fleet.
|
public List<ServerProcess> getServerProcesses()
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
public void setServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
serverProcesses
- A collection of server process configurations that describe which server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(ServerProcess... serverProcesses)
A 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
- A collection of server process configurations that describe which server processes to run on each instance
in a fleet.public RuntimeConfiguration withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that describe which server processes to run on each instance in a fleet.
serverProcesses
- A collection of server process configurations that describe which server processes to run on each instance
in a fleet.public void setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
The 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
- The 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()
The 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.
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)
The 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
- The 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)
The 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
- The 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()
The 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
.
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)
The 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
- The 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.