GmTimer
A pending one-shot timer: a delayed invocation that has been armed but has not fired yet. Timers are removed from this list the moment they are claimed for execution.
type GmTimer {
timerId: String!
appId: BigInt!
sessionId: String
selfContainerId: String!
functionName: String!
paramsJson: String!
fireAt: DateTime!
dedupeKey: String
cascadeDepth: Int!
flowId: String
armedBy: String!
createdAt: DateTime!
}
Fields
GmTimer.timerId ● String! non-null scalar
Unique timer id (UUID).
GmTimer.appId ● BigInt! non-null scalar
The app (tenant).
GmTimer.sessionId ● String scalar
Session the delayed invocation runs in, or null if app-global.
GmTimer.selfContainerId ● String! non-null scalar
Container the delayed invocation runs against ("self").
GmTimer.functionName ● String! non-null scalar
The function that will be invoked when it fires.
GmTimer.paramsJson ● String! non-null scalar
JSON object of parameters bound at arm time and passed to the invocation.
GmTimer.fireAt ● DateTime! non-null scalar
When the timer becomes due.
GmTimer.dedupeKey ● String scalar
App-scoped dedupe key, or null. Re-arming the same key replaces this timer instead of adding another.
GmTimer.cascadeDepth ● Int! non-null scalar
Cascade depth inherited from whatever armed the timer. The fired invocation runs one deeper, so timer chains are bounded by the app's maxCascadeDepth.
GmTimer.flowId ● String scalar
Flow correlation id carried from the arming call, so the eventual fire stays visible in gameModelFlow.
GmTimer.armedBy ● String! non-null scalar
What armed it: function (a timer effect inside an invoke) | client (gameModelScheduleInvoke) | automation.
GmTimer.createdAt ● DateTime! non-null scalar
When the timer was armed.
Returned By
gameModelScheduleInvoke mutation ● gameModelTimers query