#[non_exhaustive]
pub struct GameSessionPlacement {
Show 18 fields pub placement_id: Option<String>, pub game_session_queue_name: Option<String>, pub status: Option<GameSessionPlacementState>, pub game_properties: Option<Vec<GameProperty>>, pub maximum_player_session_count: Option<i32>, pub game_session_name: Option<String>, pub game_session_id: Option<String>, pub game_session_arn: Option<String>, pub game_session_region: Option<String>, pub player_latencies: Option<Vec<PlayerLatency>>, pub start_time: Option<DateTime>, pub end_time: Option<DateTime>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub port: Option<i32>, pub placed_player_sessions: Option<Vec<PlacedPlayerSession>>, pub game_session_data: Option<String>, pub matchmaker_data: Option<String>,
}
Expand description

This object includes the full details of the original request plus the current status and start/end time stamps.

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.
§placement_id: Option<String>

A unique identifier for a game session placement.

§game_session_queue_name: Option<String>

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

§status: Option<GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.

  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

§game_properties: Option<Vec<GameProperty>>

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).

§maximum_player_session_count: Option<i32>

The maximum number of players that can be connected simultaneously to the game session.

§game_session_name: Option<String>

A descriptive label that is associated with a game session. Session names do not need to be unique.

§game_session_id: Option<String>

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

§game_session_arn: Option<String>

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

§game_session_region: Option<String>

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

§player_latencies: Option<Vec<PlayerLatency>>

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

§start_time: Option<DateTime>

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

§end_time: Option<DateTime>

Time stamp indicating when this request was completed, canceled, or timed out.

§ip_address: Option<String>

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

§dns_name: Option<String>

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

§port: Option<i32>

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

§placed_player_sessions: Option<Vec<PlacedPlayerSession>>

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.

§game_session_data: Option<String>

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).

§matchmaker_data: Option<String>

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Implementations§

source§

impl GameSessionPlacement

source

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

A unique identifier for a game session placement.

source

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

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

source

pub fn status(&self) -> Option<&GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.

  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

source

pub fn game_properties(&self) -> Option<&[GameProperty]>

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).

source

pub fn maximum_player_session_count(&self) -> Option<i32>

The maximum number of players that can be connected simultaneously to the game session.

source

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

A descriptive label that is associated with a game session. Session names do not need to be unique.

source

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

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

source

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

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

source

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

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

source

pub fn player_latencies(&self) -> Option<&[PlayerLatency]>

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

source

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

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

source

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

Time stamp indicating when this request was completed, canceled, or timed out.

source

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

The IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

source

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

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

source

pub fn port(&self) -> Option<i32>

The port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

source

pub fn placed_player_sessions(&self) -> Option<&[PlacedPlayerSession]>

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.

source

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

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).

source

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

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

source§

impl GameSessionPlacement

source

pub fn builder() -> GameSessionPlacementBuilder

Creates a new builder-style object to manufacture GameSessionPlacement.

Trait Implementations§

source§

impl Clone for GameSessionPlacement

source§

fn clone(&self) -> GameSessionPlacement

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for GameSessionPlacement

source§

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

Formats the value using the given formatter. Read more
source§

impl PartialEq<GameSessionPlacement> for GameSessionPlacement

source§

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

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

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.
source§

impl StructuralPartialEq for GameSessionPlacement

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for Twhere T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for Twhere T: ?Sized,

source§

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

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T> Instrument for T

source§

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for Twhere U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

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

source§

impl<T> Same<T> for T

§

type Output = T

Should always be Self
source§

impl<T> ToOwned for Twhere T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for Twhere U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> WithSubscriber for T

source§

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
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

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