Struct aws_sdk_gamelift::types::GameSessionPlacement
source · #[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
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:
-
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.
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
impl GameSessionPlacement
sourcepub fn placement_id(&self) -> Option<&str>
pub fn placement_id(&self) -> Option<&str>
A unique identifier for a game session placement.
sourcepub fn game_session_queue_name(&self) -> Option<&str>
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.
sourcepub fn status(&self) -> Option<&GameSessionPlacementState>
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.
sourcepub fn game_properties(&self) -> Option<&[GameProperty]>
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).
sourcepub fn maximum_player_session_count(&self) -> Option<i32>
pub fn maximum_player_session_count(&self) -> Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn game_session_name(&self) -> Option<&str>
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.
sourcepub fn game_session_id(&self) -> Option<&str>
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).
sourcepub fn game_session_arn(&self) -> Option<&str>
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.
sourcepub fn game_session_region(&self) -> Option<&str>
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).
sourcepub fn player_latencies(&self) -> Option<&[PlayerLatency]>
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.
sourcepub fn start_time(&self) -> Option<&DateTime>
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").
sourcepub fn end_time(&self) -> Option<&DateTime>
pub fn end_time(&self) -> Option<&DateTime>
Time stamp indicating when this request was completed, canceled, or timed out.
sourcepub fn ip_address(&self) -> Option<&str>
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).
sourcepub fn dns_name(&self) -> Option<&str>
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:
-
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) -> Option<i32>
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).
sourcepub fn placed_player_sessions(&self) -> Option<&[PlacedPlayerSession]>
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.
sourcepub fn game_session_data(&self) -> Option<&str>
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).
sourcepub fn matchmaker_data(&self) -> Option<&str>
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
impl GameSessionPlacement
sourcepub fn builder() -> GameSessionPlacementBuilder
pub fn builder() -> GameSessionPlacementBuilder
Creates a new builder-style object to manufacture GameSessionPlacement.
Trait Implementations§
source§impl Clone for GameSessionPlacement
impl Clone for GameSessionPlacement
source§fn clone(&self) -> GameSessionPlacement
fn clone(&self) -> GameSessionPlacement
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Debug for GameSessionPlacement
impl Debug for GameSessionPlacement
source§impl PartialEq<GameSessionPlacement> for GameSessionPlacement
impl PartialEq<GameSessionPlacement> for GameSessionPlacement
source§fn eq(&self, other: &GameSessionPlacement) -> bool
fn eq(&self, other: &GameSessionPlacement) -> bool
self and other values to be equal, and is used
by ==.