Struct aws_sdk_gamelift::model::game_session::Builder
source · [−]#[non_exhaustive]pub struct Builder { /* private fields */ }
Expand description
A builder for GameSession
Implementations
sourceimpl Builder
impl Builder
sourcepub fn game_session_id(self, input: impl Into<String>) -> Self
pub fn game_session_id(self, input: impl Into<String>) -> Self
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
sourcepub fn set_game_session_id(self, input: Option<String>) -> Self
pub fn set_game_session_id(self, input: Option<String>) -> Self
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
sourcepub fn name(self, input: impl Into<String>) -> Self
pub fn name(self, input: impl Into<String>) -> Self
A descriptive label that is associated with a game session. Session names do not need to be unique.
sourcepub fn set_name(self, input: Option<String>) -> Self
pub fn set_name(self, input: Option<String>) -> Self
A descriptive label that is associated with a game session. Session names do not need to be unique.
sourcepub fn fleet_id(self, input: impl Into<String>) -> Self
pub fn fleet_id(self, input: impl Into<String>) -> Self
A unique identifier for the fleet that the game session is running on.
sourcepub fn set_fleet_id(self, input: Option<String>) -> Self
pub fn set_fleet_id(self, input: Option<String>) -> Self
A unique identifier for the fleet that the game session is running on.
sourcepub fn fleet_arn(self, input: impl Into<String>) -> Self
pub fn fleet_arn(self, input: impl Into<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn set_fleet_arn(self, input: Option<String>) -> Self
pub fn set_fleet_arn(self, input: Option<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn creation_time(self, input: DateTime) -> Self
pub fn creation_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn set_creation_time(self, input: Option<DateTime>) -> Self
pub fn set_creation_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn termination_time(self, input: DateTime) -> Self
pub fn termination_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn set_termination_time(self, input: Option<DateTime>) -> Self
pub fn set_termination_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn current_player_session_count(self, input: i32) -> Self
pub fn current_player_session_count(self, input: i32) -> Self
Number of players currently in the game session.
sourcepub fn set_current_player_session_count(self, input: Option<i32>) -> Self
pub fn set_current_player_session_count(self, input: Option<i32>) -> Self
Number of players currently in the game session.
sourcepub fn maximum_player_session_count(self, input: i32) -> Self
pub fn maximum_player_session_count(self, input: i32) -> Self
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn set_maximum_player_session_count(self, input: Option<i32>) -> Self
pub fn set_maximum_player_session_count(self, input: Option<i32>) -> Self
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn status(self, input: GameSessionStatus) -> Self
pub fn status(self, input: GameSessionStatus) -> Self
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
sourcepub fn set_status(self, input: Option<GameSessionStatus>) -> Self
pub fn set_status(self, input: Option<GameSessionStatus>) -> Self
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
sourcepub fn status_reason(self, input: GameSessionStatusReason) -> Self
pub fn status_reason(self, input: GameSessionStatusReason) -> Self
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn set_status_reason(self, input: Option<GameSessionStatusReason>) -> Self
pub fn set_status_reason(self, input: Option<GameSessionStatusReason>) -> Self
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn game_properties(self, input: GameProperty) -> Self
pub fn game_properties(self, input: GameProperty) -> Self
Appends an item to game_properties
.
To override the contents of this collection use set_game_properties
.
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions
.
sourcepub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions
.
sourcepub fn ip_address(self, input: impl Into<String>) -> Self
pub fn ip_address(self, input: impl Into<String>) -> Self
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn set_ip_address(self, input: Option<String>) -> Self
pub fn set_ip_address(self, input: Option<String>) -> Self
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn dns_name(self, input: impl Into<String>) -> Self
pub fn dns_name(self, input: impl Into<String>) -> Self
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
sourcepub fn set_dns_name(self, input: Option<String>) -> Self
pub fn set_dns_name(self, input: Option<String>) -> Self
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
sourcepub fn port(self, input: i32) -> Self
pub fn port(self, input: i32) -> Self
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn set_port(self, input: Option<i32>) -> Self
pub fn set_port(self, input: Option<i32>) -> Self
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn player_session_creation_policy(
self,
input: PlayerSessionCreationPolicy
) -> Self
pub fn player_session_creation_policy(
self,
input: PlayerSessionCreationPolicy
) -> Self
Indicates whether or not the game session is accepting new players.
sourcepub fn set_player_session_creation_policy(
self,
input: Option<PlayerSessionCreationPolicy>
) -> Self
pub fn set_player_session_creation_policy(
self,
input: Option<PlayerSessionCreationPolicy>
) -> Self
Indicates whether or not the game session is accepting new players.
sourcepub fn creator_id(self, input: impl Into<String>) -> Self
pub fn creator_id(self, input: impl Into<String>) -> Self
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn set_creator_id(self, input: Option<String>) -> Self
pub fn set_creator_id(self, input: Option<String>) -> Self
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn game_session_data(self, input: impl Into<String>) -> Self
pub fn game_session_data(self, input: impl Into<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session).
sourcepub fn set_game_session_data(self, input: Option<String>) -> Self
pub fn set_game_session_data(self, input: Option<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session).
sourcepub fn matchmaker_data(self, input: impl Into<String>) -> Self
pub fn matchmaker_data(self, input: impl Into<String>) -> Self
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourcepub fn set_matchmaker_data(self, input: Option<String>) -> Self
pub fn set_matchmaker_data(self, input: Option<String>) -> Self
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourcepub fn location(self, input: impl Into<String>) -> Self
pub fn location(self, input: impl Into<String>) -> Self
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
sourcepub fn set_location(self, input: Option<String>) -> Self
pub fn set_location(self, input: Option<String>) -> Self
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
sourcepub fn build(self) -> GameSession
pub fn build(self) -> GameSession
Consumes the builder and constructs a GameSession
Trait Implementations
impl StructuralPartialEq for Builder
Auto Trait Implementations
impl RefUnwindSafe for Builder
impl Send for Builder
impl Sync for Builder
impl Unpin for Builder
impl UnwindSafe for Builder
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more