import * as z from "zod/v3"; import { Result as SafeParseResult } from "../../types/fp.js"; import { SDKValidationError } from "../errors/sdkvalidationerror.js"; import { ExposedPort } from "./exposedport.js"; import { Region } from "./region.js"; import { TransportType } from "./transporttype.js"; /** * Connection details for an active process. */ export type ProcessExposedPort = { /** * Transport type specifies the underlying communication protocol to the exposed port. */ transportType: TransportType; port: number; host: string; name: string; }; /** * A process object represents a runtime instance of your game server and its metadata. */ export type Process = { /** * Measures network traffic leaving the process in bytes. */ egressedBytes: number; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ idleSince: Date | null; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ activeConnectionsUpdatedAt: Date; /** * Tracks the number of active connections to a process. * * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ activeConnections: number; roomsAllocatedUpdatedAt: Date; /** * Tracks the number of rooms that have been allocated to the process. */ roomsAllocated: number; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ roomSlotsAvailableUpdatedAt: Date; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ roomSlotsAvailable: number; /** * Process in drain will not accept any new rooms. */ draining: boolean; /** * When the process has been terminated. */ terminatedAt: Date | null; /** * When the process is issued to stop. We use this to determine when we should stop billing. */ stoppingAt: Date | null; /** * When the process bound to the specified port. We use this to determine when we should start billing. */ startedAt: Date | null; /** * When the process started being provisioned. */ startingAt: Date; /** * Governs how many [rooms](https://hathora.dev/docs/concepts/hathora-entities#room) can be scheduled in a process. */ roomsPerProcess: number; additionalExposedPorts: Array; exposedPort: ProcessExposedPort | null; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ port: number; /** * @deprecated field: This will be removed in a future release, please migrate away from it as soon as possible. */ host: string; region: Region; /** * System generated unique identifier to a runtime instance of your game server. */ processId: string; /** * System generated id for a deployment. Increments by 1. */ deploymentId: number; /** * System generated unique identifier for an application. */ appId: string; }; /** @internal */ export declare const ProcessExposedPort$inboundSchema: z.ZodType; export declare function processExposedPortFromJSON(jsonString: string): SafeParseResult; /** @internal */ export declare const Process$inboundSchema: z.ZodType; export declare function processFromJSON(jsonString: string): SafeParseResult; //# sourceMappingURL=process.d.ts.map