ServerState

Struct ServerState 

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pub struct ServerState { /* private fields */ }

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impl ServerState

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pub async fn process_ready( &mut self, process_parameters: ProcessParameters, ) -> Result<(), GameLiftErrorType>

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pub async fn process_ending(&self) -> Result<(), GameLiftErrorType>

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pub async fn activate_game_session(&self) -> Result<(), GameLiftErrorType>

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pub async fn terminate_game_session(&self) -> Result<(), GameLiftErrorType>

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pub async fn get_game_session_id( &self, ) -> Result<GameSessionId, GameLiftErrorType>

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pub async fn get_termination_time( &self, ) -> Result<TerminationTimeType, GameLiftErrorType>

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pub async fn update_player_session_creation_policy( &self, player_session_policy: PlayerSessionCreationPolicy, ) -> Result<(), GameLiftErrorType>

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pub async fn accept_player_session( &self, player_session_id: PlayerSessionId, ) -> Result<(), GameLiftErrorType>

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pub async fn remove_player_session( &self, player_session_id: PlayerSessionId, ) -> Result<(), GameLiftErrorType>

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pub async fn describe_player_sessions( &self, request: DescribePlayerSessionsRequest, ) -> Result<DescribePlayerSessionsResult, GameLiftErrorType>

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pub async fn backfill_matchmaking( &self, request: StartMatchBackfillRequest, ) -> Result<StartMatchBackfillResult, GameLiftErrorType>

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pub async fn stop_matchmaking( &self, request: StopMatchBackfillRequest, ) -> Result<(), GameLiftErrorType>

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pub async fn initialize_networking(&mut self) -> Result<(), GameLiftErrorType>

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pub async fn get_instance_certificate( &self, ) -> Result<GetInstanceCertificateResult, GameLiftErrorType>

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pub async fn shutdown(&self) -> bool

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impl Default for ServerState

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fn default() -> Self

Returns the “default value” for a type. Read more

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