Struct aws_sdk_gamelift::operation::create_game_session_queue::builders::CreateGameSessionQueueFluentBuilder
source · pub struct CreateGameSessionQueueFluentBuilder { /* private fields */ }Expand description
Fluent builder constructing a request to CreateGameSessionQueue.
Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.
A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.
The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.
To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.
If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.
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Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task
Implementations§
source§impl CreateGameSessionQueueFluentBuilder
impl CreateGameSessionQueueFluentBuilder
sourcepub fn as_input(&self) -> &CreateGameSessionQueueInputBuilder
pub fn as_input(&self) -> &CreateGameSessionQueueInputBuilder
Access the CreateGameSessionQueue as a reference.
sourcepub async fn send(
self
) -> Result<CreateGameSessionQueueOutput, SdkError<CreateGameSessionQueueError, HttpResponse>>
pub async fn send( self ) -> Result<CreateGameSessionQueueOutput, SdkError<CreateGameSessionQueueError, HttpResponse>>
Sends the request and returns the response.
If an error occurs, an SdkError will be returned with additional details that
can be matched against.
By default, any retryable failures will be retried twice. Retry behavior is configurable with the RetryConfig, which can be set when configuring the client.
sourcepub fn customize(
self
) -> CustomizableOperation<CreateGameSessionQueueOutput, CreateGameSessionQueueError, Self>
pub fn customize( self ) -> CustomizableOperation<CreateGameSessionQueueOutput, CreateGameSessionQueueError, Self>
Consumes this builder, creating a customizable operation that can be modified before being sent.
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 game session queue. Queue names must be unique within each Region.
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 game session queue. Queue names must be unique within each Region.
sourcepub fn get_name(&self) -> &Option<String>
pub fn get_name(&self) -> &Option<String>
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
sourcepub fn timeout_in_seconds(self, input: i32) -> Self
pub fn timeout_in_seconds(self, input: i32) -> Self
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
sourcepub fn set_timeout_in_seconds(self, input: Option<i32>) -> Self
pub fn set_timeout_in_seconds(self, input: Option<i32>) -> Self
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
sourcepub fn get_timeout_in_seconds(&self) -> &Option<i32>
pub fn get_timeout_in_seconds(&self) -> &Option<i32>
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. By default, this property is set to 600.
sourcepub fn player_latency_policies(self, input: PlayerLatencyPolicy) -> Self
pub fn player_latency_policies(self, input: PlayerLatencyPolicy) -> Self
Appends an item to PlayerLatencyPolicies.
To override the contents of this collection use set_player_latency_policies.
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
sourcepub fn set_player_latency_policies(
self,
input: Option<Vec<PlayerLatencyPolicy>>
) -> Self
pub fn set_player_latency_policies( self, input: Option<Vec<PlayerLatencyPolicy>> ) -> Self
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
sourcepub fn get_player_latency_policies(&self) -> &Option<Vec<PlayerLatencyPolicy>>
pub fn get_player_latency_policies(&self) -> &Option<Vec<PlayerLatencyPolicy>>
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
sourcepub fn destinations(self, input: GameSessionQueueDestination) -> Self
pub fn destinations(self, input: GameSessionQueueDestination) -> Self
Appends an item to Destinations.
To override the contents of this collection use set_destinations.
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
sourcepub fn set_destinations(
self,
input: Option<Vec<GameSessionQueueDestination>>
) -> Self
pub fn set_destinations( self, input: Option<Vec<GameSessionQueueDestination>> ) -> Self
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
sourcepub fn get_destinations(&self) -> &Option<Vec<GameSessionQueueDestination>>
pub fn get_destinations(&self) -> &Option<Vec<GameSessionQueueDestination>>
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
sourcepub fn filter_configuration(self, input: FilterConfiguration) -> Self
pub fn filter_configuration(self, input: FilterConfiguration) -> Self
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.
sourcepub fn set_filter_configuration(
self,
input: Option<FilterConfiguration>
) -> Self
pub fn set_filter_configuration( self, input: Option<FilterConfiguration> ) -> Self
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.
sourcepub fn get_filter_configuration(&self) -> &Option<FilterConfiguration>
pub fn get_filter_configuration(&self) -> &Option<FilterConfiguration>
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.
sourcepub fn priority_configuration(self, input: PriorityConfiguration) -> Self
pub fn priority_configuration(self, input: PriorityConfiguration) -> Self
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
sourcepub fn set_priority_configuration(
self,
input: Option<PriorityConfiguration>
) -> Self
pub fn set_priority_configuration( self, input: Option<PriorityConfiguration> ) -> Self
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
sourcepub fn get_priority_configuration(&self) -> &Option<PriorityConfiguration>
pub fn get_priority_configuration(&self) -> &Option<PriorityConfiguration>
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
sourcepub fn custom_event_data(self, input: impl Into<String>) -> Self
pub fn custom_event_data(self, input: impl Into<String>) -> Self
Information to be added to all events that are related to this game session queue.
sourcepub fn set_custom_event_data(self, input: Option<String>) -> Self
pub fn set_custom_event_data(self, input: Option<String>) -> Self
Information to be added to all events that are related to this game session queue.
sourcepub fn get_custom_event_data(&self) -> &Option<String>
pub fn get_custom_event_data(&self) -> &Option<String>
Information to be added to all events that are related to this game session queue.
sourcepub fn notification_target(self, input: impl Into<String>) -> Self
pub fn notification_target(self, input: impl Into<String>) -> Self
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
sourcepub fn set_notification_target(self, input: Option<String>) -> Self
pub fn set_notification_target(self, input: Option<String>) -> Self
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
sourcepub fn get_notification_target(&self) -> &Option<String>
pub fn get_notification_target(&self) -> &Option<String>
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
Appends an item to Tags.
To override the contents of this collection use set_tags.
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
Trait Implementations§
source§impl Clone for CreateGameSessionQueueFluentBuilder
impl Clone for CreateGameSessionQueueFluentBuilder
source§fn clone(&self) -> CreateGameSessionQueueFluentBuilder
fn clone(&self) -> CreateGameSessionQueueFluentBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more