Struct aws_sdk_gamelift::types::builders::PlayerBuilder
source · #[non_exhaustive]pub struct PlayerBuilder { /* private fields */ }Expand description
A builder for Player.
Implementations§
source§impl PlayerBuilder
impl PlayerBuilder
sourcepub fn set_player_id(self, input: Option<String>) -> Self
pub fn set_player_id(self, input: Option<String>) -> Self
A unique identifier for a player
sourcepub fn get_player_id(&self) -> &Option<String>
pub fn get_player_id(&self) -> &Option<String>
A unique identifier for a player
sourcepub fn player_attributes(self, k: impl Into<String>, v: AttributeValue) -> Self
pub fn player_attributes(self, k: impl Into<String>, v: AttributeValue) -> Self
Adds a key-value pair to player_attributes.
To override the contents of this collection use set_player_attributes.
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 set_player_attributes(
self,
input: Option<HashMap<String, AttributeValue>>
) -> Self
pub fn set_player_attributes( self, input: Option<HashMap<String, AttributeValue>> ) -> Self
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 get_player_attributes(&self) -> &Option<HashMap<String, AttributeValue>>
pub fn get_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, input: impl Into<String>) -> Self
pub fn team(self, input: impl Into<String>) -> Self
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
sourcepub fn set_team(self, input: Option<String>) -> Self
pub fn set_team(self, input: Option<String>) -> Self
Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
sourcepub fn get_team(&self) -> &Option<String>
pub fn get_team(&self) -> &Option<String>
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, k: impl Into<String>, v: i32) -> Self
pub fn latency_in_ms(self, k: impl Into<String>, v: i32) -> Self
Adds a key-value pair to latency_in_ms.
To override the contents of this collection use set_latency_in_ms.
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.
sourcepub fn set_latency_in_ms(self, input: Option<HashMap<String, i32>>) -> Self
pub fn set_latency_in_ms(self, input: Option<HashMap<String, i32>>) -> Self
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.
sourcepub fn get_latency_in_ms(&self) -> &Option<HashMap<String, i32>>
pub fn get_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.
Trait Implementations§
source§impl Clone for PlayerBuilder
impl Clone for PlayerBuilder
source§fn clone(&self) -> PlayerBuilder
fn clone(&self) -> PlayerBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Debug for PlayerBuilder
impl Debug for PlayerBuilder
source§impl Default for PlayerBuilder
impl Default for PlayerBuilder
source§fn default() -> PlayerBuilder
fn default() -> PlayerBuilder
source§impl PartialEq for PlayerBuilder
impl PartialEq for PlayerBuilder
source§fn eq(&self, other: &PlayerBuilder) -> bool
fn eq(&self, other: &PlayerBuilder) -> bool
self and other values to be equal, and is used
by ==.