@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. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.
The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.
A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify
fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the
values of the ConcurrentExecutions
parameter for each ServerProcess
object in the
run-time configuration.
Fleet-related operations include:
Describe fleets:
Update fleets:
Manage fleet capacity:
PutScalingPolicy (automatic scaling)
DescribeScalingPolicies (automatic scaling)
DeleteScalingPolicy (automatic scaling)
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.
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
.
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.