@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class RuntimeConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
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.
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 or container. |
List<ServerProcess> |
getServerProcesses()
A collection of server process configurations that identify what server processes to run on fleet computes.
|
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 or container. |
void |
setServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
|
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 or container. |
RuntimeConfiguration |
withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
|
RuntimeConfiguration |
withServerProcesses(ServerProcess... serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
|
public List<ServerProcess> getServerProcesses()
A collection of server process configurations that identify what server processes to run on fleet computes.
public void setServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
serverProcesses
- A collection of server process configurations that identify what server processes to run on fleet
computes.public RuntimeConfiguration withServerProcesses(ServerProcess... serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
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 fleet
computes.public RuntimeConfiguration withServerProcesses(Collection<ServerProcess> serverProcesses)
A collection of server process configurations that identify what server processes to run on fleet computes.
serverProcesses
- A collection of server process configurations that identify what server processes to run on fleet
computes.public void setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
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.
maxConcurrentGameSessionActivations
- 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.public Integer getMaxConcurrentGameSessionActivations()
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.
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.public RuntimeConfiguration withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations)
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.
maxConcurrentGameSessionActivations
- 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.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.