amazonka-gamelift-2.0: gen/Amazonka/GameLift/Types/RuntimeConfiguration.hs
{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DuplicateRecordFields #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# OPTIONS_GHC -fno-warn-unused-imports #-}
{-# OPTIONS_GHC -fno-warn-unused-matches #-}
-- Derived from AWS service descriptions, licensed under Apache 2.0.
-- |
-- Module : Amazonka.GameLift.Types.RuntimeConfiguration
-- Copyright : (c) 2013-2023 Brendan Hay
-- License : Mozilla Public License, v. 2.0.
-- Maintainer : Brendan Hay
-- Stability : auto-generated
-- Portability : non-portable (GHC extensions)
module Amazonka.GameLift.Types.RuntimeConfiguration where
import qualified Amazonka.Core as Core
import qualified Amazonka.Core.Lens.Internal as Lens
import qualified Amazonka.Data as Data
import Amazonka.GameLift.Types.ServerProcess
import qualified Amazonka.Prelude as Prelude
-- | 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 server
-- process. Learn more about
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html Running Multiple Processes on a Fleet>.
--
-- /See:/ 'newRuntimeConfiguration' smart constructor.
data RuntimeConfiguration = RuntimeConfiguration'
{ -- | 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 :: Prelude.Maybe Prelude.Natural,
-- | 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.
maxConcurrentGameSessionActivations :: Prelude.Maybe Prelude.Natural,
-- | A collection of server process configurations that identify what server
-- processes to run on each instance in a fleet.
serverProcesses :: Prelude.Maybe (Prelude.NonEmpty ServerProcess)
}
deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic)
-- |
-- Create a value of 'RuntimeConfiguration' with all optional fields omitted.
--
-- Use <https://hackage.haskell.org/package/generic-lens generic-lens> or <https://hackage.haskell.org/package/optics optics> to modify other optional fields.
--
-- The following record fields are available, with the corresponding lenses provided
-- for backwards compatibility:
--
-- 'gameSessionActivationTimeoutSeconds', 'runtimeConfiguration_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@.
--
-- 'maxConcurrentGameSessionActivations', 'runtimeConfiguration_maxConcurrentGameSessionActivations' - 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.
--
-- 'serverProcesses', 'runtimeConfiguration_serverProcesses' - A collection of server process configurations that identify what server
-- processes to run on each instance in a fleet.
newRuntimeConfiguration ::
RuntimeConfiguration
newRuntimeConfiguration =
RuntimeConfiguration'
{ gameSessionActivationTimeoutSeconds =
Prelude.Nothing,
maxConcurrentGameSessionActivations =
Prelude.Nothing,
serverProcesses = Prelude.Nothing
}
-- | 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@.
runtimeConfiguration_gameSessionActivationTimeoutSeconds :: Lens.Lens' RuntimeConfiguration (Prelude.Maybe Prelude.Natural)
runtimeConfiguration_gameSessionActivationTimeoutSeconds = Lens.lens (\RuntimeConfiguration' {gameSessionActivationTimeoutSeconds} -> gameSessionActivationTimeoutSeconds) (\s@RuntimeConfiguration' {} a -> s {gameSessionActivationTimeoutSeconds = a} :: RuntimeConfiguration)
-- | 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.
runtimeConfiguration_maxConcurrentGameSessionActivations :: Lens.Lens' RuntimeConfiguration (Prelude.Maybe Prelude.Natural)
runtimeConfiguration_maxConcurrentGameSessionActivations = Lens.lens (\RuntimeConfiguration' {maxConcurrentGameSessionActivations} -> maxConcurrentGameSessionActivations) (\s@RuntimeConfiguration' {} a -> s {maxConcurrentGameSessionActivations = a} :: RuntimeConfiguration)
-- | A collection of server process configurations that identify what server
-- processes to run on each instance in a fleet.
runtimeConfiguration_serverProcesses :: Lens.Lens' RuntimeConfiguration (Prelude.Maybe (Prelude.NonEmpty ServerProcess))
runtimeConfiguration_serverProcesses = Lens.lens (\RuntimeConfiguration' {serverProcesses} -> serverProcesses) (\s@RuntimeConfiguration' {} a -> s {serverProcesses = a} :: RuntimeConfiguration) Prelude.. Lens.mapping Lens.coerced
instance Data.FromJSON RuntimeConfiguration where
parseJSON =
Data.withObject
"RuntimeConfiguration"
( \x ->
RuntimeConfiguration'
Prelude.<$> (x Data..:? "GameSessionActivationTimeoutSeconds")
Prelude.<*> (x Data..:? "MaxConcurrentGameSessionActivations")
Prelude.<*> (x Data..:? "ServerProcesses")
)
instance Prelude.Hashable RuntimeConfiguration where
hashWithSalt _salt RuntimeConfiguration' {..} =
_salt
`Prelude.hashWithSalt` gameSessionActivationTimeoutSeconds
`Prelude.hashWithSalt` maxConcurrentGameSessionActivations
`Prelude.hashWithSalt` serverProcesses
instance Prelude.NFData RuntimeConfiguration where
rnf RuntimeConfiguration' {..} =
Prelude.rnf gameSessionActivationTimeoutSeconds
`Prelude.seq` Prelude.rnf maxConcurrentGameSessionActivations
`Prelude.seq` Prelude.rnf serverProcesses
instance Data.ToJSON RuntimeConfiguration where
toJSON RuntimeConfiguration' {..} =
Data.object
( Prelude.catMaybes
[ ("GameSessionActivationTimeoutSeconds" Data..=)
Prelude.<$> gameSessionActivationTimeoutSeconds,
("MaxConcurrentGameSessionActivations" Data..=)
Prelude.<$> maxConcurrentGameSessionActivations,
("ServerProcesses" Data..=)
Prelude.<$> serverProcesses
]
)