commonMain.aws.sdk.kotlin.services.gamelift.model.RuntimeConfiguration.kt Maven / Gradle / Ivy
// Code generated by smithy-kotlin-codegen. DO NOT EDIT!
package aws.sdk.kotlin.services.gamelift.model
import aws.smithy.kotlin.runtime.SdkDsl
/**
* 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.
*
* 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](https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html).
*/
public class RuntimeConfiguration private constructor(builder: Builder) {
/**
* 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 val gameSessionActivationTimeoutSeconds: kotlin.Int? = builder.gameSessionActivationTimeoutSeconds
/**
* The number of game sessions in status `ACTIVATING` to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
*/
public val maxConcurrentGameSessionActivations: kotlin.Int? = builder.maxConcurrentGameSessionActivations
/**
* A collection of server process configurations that identify what server processes to run on fleet computes.
*/
public val serverProcesses: List? = builder.serverProcesses
public companion object {
public operator fun invoke(block: Builder.() -> kotlin.Unit): aws.sdk.kotlin.services.gamelift.model.RuntimeConfiguration = Builder().apply(block).build()
}
override fun toString(): kotlin.String = buildString {
append("RuntimeConfiguration(")
append("gameSessionActivationTimeoutSeconds=$gameSessionActivationTimeoutSeconds,")
append("maxConcurrentGameSessionActivations=$maxConcurrentGameSessionActivations,")
append("serverProcesses=$serverProcesses")
append(")")
}
override fun hashCode(): kotlin.Int {
var result = gameSessionActivationTimeoutSeconds ?: 0
result = 31 * result + (maxConcurrentGameSessionActivations ?: 0)
result = 31 * result + (serverProcesses?.hashCode() ?: 0)
return result
}
override fun equals(other: kotlin.Any?): kotlin.Boolean {
if (this === other) return true
if (other == null || this::class != other::class) return false
other as RuntimeConfiguration
if (gameSessionActivationTimeoutSeconds != other.gameSessionActivationTimeoutSeconds) return false
if (maxConcurrentGameSessionActivations != other.maxConcurrentGameSessionActivations) return false
if (serverProcesses != other.serverProcesses) return false
return true
}
public inline fun copy(block: Builder.() -> kotlin.Unit = {}): aws.sdk.kotlin.services.gamelift.model.RuntimeConfiguration = Builder(this).apply(block).build()
@SdkDsl
public class Builder {
/**
* 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 var gameSessionActivationTimeoutSeconds: kotlin.Int? = null
/**
* The number of game sessions in status `ACTIVATING` to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.
*/
public var maxConcurrentGameSessionActivations: kotlin.Int? = null
/**
* A collection of server process configurations that identify what server processes to run on fleet computes.
*/
public var serverProcesses: List? = null
@PublishedApi
internal constructor()
@PublishedApi
internal constructor(x: aws.sdk.kotlin.services.gamelift.model.RuntimeConfiguration) : this() {
this.gameSessionActivationTimeoutSeconds = x.gameSessionActivationTimeoutSeconds
this.maxConcurrentGameSessionActivations = x.maxConcurrentGameSessionActivations
this.serverProcesses = x.serverProcesses
}
@PublishedApi
internal fun build(): aws.sdk.kotlin.services.gamelift.model.RuntimeConfiguration = RuntimeConfiguration(this)
internal fun correctErrors(): Builder {
return this
}
}
}
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