Class: AWSCDK::GameLift::CfnFleet::RuntimeConfigurationProperty
- Inherits:
-
Jsii::Struct
- Object
- Jsii::Struct
- AWSCDK::GameLift::CfnFleet::RuntimeConfigurationProperty
- Defined in:
- game_lift/cfn_fleet.rb
Overview
A collection of server process configurations that describe the set of processes to run on each instance in a fleet.
Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.
A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet .
Instance Attribute Summary collapse
-
#game_session_activation_timeout_seconds ⇒ Numeric?
readonly
The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players.
-
#max_concurrent_game_session_activations ⇒ Numeric?
readonly
The number of game sessions in status
ACTIVATINGto allow on an instance or compute. -
#server_processes ⇒ AWSCDK::IResolvable, ...
readonly
A collection of server process configurations that identify what server processes to run on fleet computes.
Class Method Summary collapse
Instance Method Summary collapse
-
#initialize(game_session_activation_timeout_seconds: nil, max_concurrent_game_session_activations: nil, server_processes: nil) ⇒ RuntimeConfigurationProperty
constructor
A new instance of RuntimeConfigurationProperty.
- #to_jsii ⇒ Object
Constructor Details
#initialize(game_session_activation_timeout_seconds: nil, max_concurrent_game_session_activations: nil, server_processes: nil) ⇒ RuntimeConfigurationProperty
Returns a new instance of RuntimeConfigurationProperty.
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# File 'game_lift/cfn_fleet.rb', line 1360 def initialize(game_session_activation_timeout_seconds: nil, max_concurrent_game_session_activations: nil, server_processes: nil) @game_session_activation_timeout_seconds = game_session_activation_timeout_seconds Jsii::Type.check_type(@game_session_activation_timeout_seconds, JSON.parse(Base64.strict_decode64("eyJwcmltaXRpdmUiOiJudW1iZXIifQ==")), "gameSessionActivationTimeoutSeconds") unless @game_session_activation_timeout_seconds.nil? @max_concurrent_game_session_activations = max_concurrent_game_session_activations Jsii::Type.check_type(@max_concurrent_game_session_activations, JSON.parse(Base64.strict_decode64("eyJwcmltaXRpdmUiOiJudW1iZXIifQ==")), "maxConcurrentGameSessionActivations") unless @max_concurrent_game_session_activations.nil? @server_processes = server_processes Jsii::Type.check_type(@server_processes, JSON.parse(Base64.strict_decode64("eyJ1bmlvbiI6eyJ0eXBlcyI6W3siZnFuIjoiYXdzLWNkay1saWIuSVJlc29sdmFibGUifSx7ImNvbGxlY3Rpb24iOnsiZWxlbWVudHR5cGUiOnsidW5pb24iOnsidHlwZXMiOlt7ImZxbiI6ImF3cy1jZGstbGliLklSZXNvbHZhYmxlIn0seyJmcW4iOiJhd3MtY2RrLWxpYi5hd3NfZ2FtZWxpZnQuQ2ZuRmxlZXQuU2VydmVyUHJvY2Vzc1Byb3BlcnR5In1dfX0sImtpbmQiOiJhcnJheSJ9fV19fQ==")), "serverProcesses") unless @server_processes.nil? end |
Instance Attribute Details
#game_session_activation_timeout_seconds ⇒ Numeric? (readonly)
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 .
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# File 'game_lift/cfn_fleet.rb', line 1375 def game_session_activation_timeout_seconds @game_session_activation_timeout_seconds end |
#max_concurrent_game_session_activations ⇒ Numeric? (readonly)
The number of game sessions in status ACTIVATING to allow on an instance or compute.
This setting limits the instance resources that can be used for new game activations at any one time.
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# File 'game_lift/cfn_fleet.rb', line 1382 def max_concurrent_game_session_activations @max_concurrent_game_session_activations end |
#server_processes ⇒ AWSCDK::IResolvable, ... (readonly)
A collection of server process configurations that identify what server processes to run on fleet computes.
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# File 'game_lift/cfn_fleet.rb', line 1387 def server_processes @server_processes end |
Class Method Details
.jsii_properties ⇒ Object
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# File 'game_lift/cfn_fleet.rb', line 1389 def self.jsii_properties { :game_session_activation_timeout_seconds => "gameSessionActivationTimeoutSeconds", :max_concurrent_game_session_activations => "maxConcurrentGameSessionActivations", :server_processes => "serverProcesses", } end |
Instance Method Details
#to_jsii ⇒ Object
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# File 'game_lift/cfn_fleet.rb', line 1397 def to_jsii result = {} result.merge!({ "gameSessionActivationTimeoutSeconds" => @game_session_activation_timeout_seconds, "maxConcurrentGameSessionActivations" => @max_concurrent_game_session_activations, "serverProcesses" => @server_processes, }) result.compact end |