#[non_exhaustive]
pub struct Compute { pub fleet_id: Option<String>, pub fleet_arn: Option<String>, pub compute_name: Option<String>, pub compute_arn: Option<String>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub compute_status: Option<ComputeStatus>, pub location: Option<String>, pub creation_time: Option<DateTime>, pub operating_system: Option<OperatingSystem>, pub type: Option<Ec2InstanceType>, pub game_lift_service_sdk_endpoint: Option<String>, }
Expand description

Resources used to host your game servers. A compute resource can be managed Amazon GameLift Amazon EC2 instances or your own resources.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§fleet_id: Option<String>

A unique identifier for the fleet that the compute is registered to.

§fleet_arn: Option<String>

The Amazon Resource Name (ARN) of the fleet that the compute is registered to.

§compute_name: Option<String>

A descriptive label that is associated with the compute resource registered to your fleet.

§compute_arn: Option<String>

The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.

§ip_address: Option<String>

The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.

§dns_name: Option<String>

The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.

§compute_status: Option<ComputeStatus>

Current status of the compute. A compute must have an ACTIVE status to host game sessions.

§location: Option<String>

The name of the custom location you added to the fleet that this compute resource resides in.

§creation_time: Option<DateTime>

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

§operating_system: Option<OperatingSystem>

The type of operating system on your compute resource.

§type: Option<Ec2InstanceType>

The compute type that the fleet uses. A fleet can use Anywhere compute resources that you own, or use managed Amazon EC2 instances.

§game_lift_service_sdk_endpoint: Option<String>

The endpoint connection details of the Amazon GameLift SDK endpoint that your game server connects to.

Implementations§

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impl Compute

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pub fn fleet_id(&self) -> Option<&str>

A unique identifier for the fleet that the compute is registered to.

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pub fn fleet_arn(&self) -> Option<&str>

The Amazon Resource Name (ARN) of the fleet that the compute is registered to.

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pub fn compute_name(&self) -> Option<&str>

A descriptive label that is associated with the compute resource registered to your fleet.

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pub fn compute_arn(&self) -> Option<&str>

The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.

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pub fn ip_address(&self) -> Option<&str>

The IP address of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.

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pub fn dns_name(&self) -> Option<&str>

The DNS name of the compute resource. Amazon GameLift requires the DNS name or IP address to manage your compute resource.

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pub fn compute_status(&self) -> Option<&ComputeStatus>

Current status of the compute. A compute must have an ACTIVE status to host game sessions.

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pub fn location(&self) -> Option<&str>

The name of the custom location you added to the fleet that this compute resource resides in.

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pub fn creation_time(&self) -> Option<&DateTime>

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn operating_system(&self) -> Option<&OperatingSystem>

The type of operating system on your compute resource.

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pub fn type(&self) -> Option<&Ec2InstanceType>

The compute type that the fleet uses. A fleet can use Anywhere compute resources that you own, or use managed Amazon EC2 instances.

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pub fn game_lift_service_sdk_endpoint(&self) -> Option<&str>

The endpoint connection details of the Amazon GameLift SDK endpoint that your game server connects to.

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impl Compute

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pub fn builder() -> ComputeBuilder

Creates a new builder-style object to manufacture Compute.

Trait Implementations§

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impl Clone for Compute

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fn clone(&self) -> Compute

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Compute

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq<Compute> for Compute

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fn eq(&self, other: &Compute) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for Compute

Auto Trait Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Same<T> for T

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type Output = T

Should always be Self
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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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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
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more