Struct aws_sdk_gamelift::types::Player
source · #[non_exhaustive]pub struct Player {
pub player_id: Option<String>,
pub player_attributes: Option<HashMap<String, AttributeValue>>,
pub team: Option<String>,
pub latency_in_ms: Option<HashMap<String, i32>>,
}
Expand description
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
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.player_id: Option<String>
A unique identifier for a player
player_attributes: Option<HashMap<String, AttributeValue>>
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
team: Option<String>
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
latency_in_ms: Option<HashMap<String, i32>>
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
Implementations§
source§impl Player
impl Player
sourcepub fn player_attributes(&self) -> Option<&HashMap<String, AttributeValue>>
pub fn player_attributes(&self) -> Option<&HashMap<String, AttributeValue>>
A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}
.
You can provide up to 10 PlayerAttributes
.
sourcepub fn team(&self) -> Option<&str>
pub fn team(&self) -> Option<&str>
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
sourcepub fn latency_in_ms(&self) -> Option<&HashMap<String, i32>>
pub fn latency_in_ms(&self) -> Option<&HashMap<String, i32>>
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.
If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.