@crowdedkingdomstudios/crowdyjs 5.2.1 → 5.3.0
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@@ -90,9 +90,13 @@ export var RedeployDeployMode;
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/** Update services in place on the existing runtime VMs (no VM replacement). Faster; only valid when active runtime VMs exist. */
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RedeployDeployMode["Services"] = "SERVICES";
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})(RedeployDeployMode || (RedeployDeployMode = {}));
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/** Lifecycle state of a game/GraphQL server in the fleet. Only ReadyForClients servers should receive new client connections; serverWithLeastClients and activeGraphQLServers already filter to healthy servers. */
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/** Lifecycle/capacity state of a game/GraphQL server in the fleet. Only ReadyForClients servers should receive new client connections; serverWithLeastClients and activeGraphQLServers already filter to healthy, non-overloaded servers. */
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export var ServerState;
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(function (ServerState) {
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/** Buddy hard resource overload: excluded from new-client selection and actively shedding clients (sends reconnect commands so they migrate elsewhere). */
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ServerState["Full"] = "Full";
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/** Buddy soft resource overload: excluded from new-client selection until it recovers; existing sessions continue. */
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ServerState["NearCapacity"] = "NearCapacity";
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/** Not running or unreachable (e.g. crashed or missed heartbeats). */
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ServerState["Offline"] = "Offline";
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/** Healthy and accepting client traffic. The only state safe to route to. */
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