GameLift.Client.
describe_runtime_configuration
(**kwargs)¶Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.
To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.
If successful, a RuntimeConfiguration
object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.
See also: AWS API Documentation
Request Syntax
response = client.describe_runtime_configuration(
FleetId='string'
)
[REQUIRED]
A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
{
'RuntimeConfiguration': {
'ServerProcesses': [
{
'LaunchPath': 'string',
'Parameters': 'string',
'ConcurrentExecutions': 123
},
],
'MaxConcurrentGameSessionActivations': 123,
'GameSessionActivationTimeoutSeconds': 123
}
}
Response Structure
Instructions that describe how server processes should be launched and maintained on each instance in the fleet.
A collection of server process configurations that identify what server processes to run on each instance in a fleet.
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
The location of a game build executable or the Realtime script file that contains the Init()
function. Game builds and Realtime scripts are installed on instances at the root:
C:\game
. Example: " C:\game\MyGame\server.exe
"/local/game
. Examples: " /local/game/MyGame/server.exe
" or " /local/game/MyRealtimeScript.js
"An optional list of parameters to pass to the server executable or Realtime script on launch.
The number of server processes using this configuration that run concurrently on each instance.
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.
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
.
Exceptions
GameLift.Client.exceptions.UnauthorizedException
GameLift.Client.exceptions.NotFoundException
GameLift.Client.exceptions.InternalServiceException
GameLift.Client.exceptions.InvalidRequestException