Class: Aws::GameLift::Types::RuntimeConfiguration
- Inherits:
- 
      Struct
      
        - Object
- Struct
- Aws::GameLift::Types::RuntimeConfiguration
 
- Includes:
- Structure
- Defined in:
- lib/aws-sdk-gamelift/types.rb
Overview
**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].
[1]: docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html
Constant Summary collapse
- SENSITIVE =
- [] 
Instance Attribute Summary collapse
- 
  
    
      #game_session_activation_timeout_seconds  ⇒ Integer 
    
    
  
  
  
  
    
    
  
  
  
  
  
  
    The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. 
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      #max_concurrent_game_session_activations  ⇒ Integer 
    
    
  
  
  
  
    
    
  
  
  
  
  
  
    The number of game sessions in status ‘ACTIVATING` to allow on an instance or container. 
- 
  
    
      #server_processes  ⇒ Array<Types::ServerProcess> 
    
    
  
  
  
  
    
    
  
  
  
  
  
  
    A collection of server process configurations that identify what server processes to run on fleet computes. 
Instance Attribute Details
#game_session_activation_timeout_seconds ⇒ Integer
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`.
| 9088 9089 9090 9091 9092 9093 9094 | # File 'lib/aws-sdk-gamelift/types.rb', line 9088 class RuntimeConfiguration < Struct.new( :server_processes, :max_concurrent_game_session_activations, :game_session_activation_timeout_seconds) SENSITIVE = [] include Aws::Structure end | 
#max_concurrent_game_session_activations ⇒ Integer
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.
| 9088 9089 9090 9091 9092 9093 9094 | # File 'lib/aws-sdk-gamelift/types.rb', line 9088 class RuntimeConfiguration < Struct.new( :server_processes, :max_concurrent_game_session_activations, :game_session_activation_timeout_seconds) SENSITIVE = [] include Aws::Structure end | 
#server_processes ⇒ Array<Types::ServerProcess>
A collection of server process configurations that identify what server processes to run on fleet computes.
| 9088 9089 9090 9091 9092 9093 9094 | # File 'lib/aws-sdk-gamelift/types.rb', line 9088 class RuntimeConfiguration < Struct.new( :server_processes, :max_concurrent_game_session_activations, :game_session_activation_timeout_seconds) SENSITIVE = [] include Aws::Structure end |