#[non_exhaustive]
pub struct UpdateFleetAttributesInput { pub fleet_id: Option<String>, pub name: Option<String>, pub description: Option<String>, pub new_game_session_protection_policy: Option<ProtectionPolicy>, pub resource_creation_limit_policy: Option<ResourceCreationLimitPolicy>, pub metric_groups: Option<Vec<String>>, pub anywhere_configuration: Option<AnywhereConfiguration>, }

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.
§fleet_id: Option<String>

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

§name: Option<String>

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

§description: Option<String>

A human-readable description of a fleet.

§new_game_session_protection_policy: Option<ProtectionPolicy>

The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

§resource_creation_limit_policy: Option<ResourceCreationLimitPolicy>

Policy settings that limit the number of game sessions an individual player can create over a span of time.

§metric_groups: Option<Vec<String>>

The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

§anywhere_configuration: Option<AnywhereConfiguration>

Amazon GameLift Anywhere configuration options.

Implementations§

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impl UpdateFleetAttributesInput

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

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

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

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

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

A human-readable description of a fleet.

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pub fn new_game_session_protection_policy(&self) -> Option<&ProtectionPolicy>

The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .

  • NoProtection -- The game session can be terminated during a scale-down event.

  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

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pub fn resource_creation_limit_policy( &self ) -> Option<&ResourceCreationLimitPolicy>

Policy settings that limit the number of game sessions an individual player can create over a span of time.

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pub fn metric_groups(&self) -> &[String]

The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .metric_groups.is_none().

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pub fn anywhere_configuration(&self) -> Option<&AnywhereConfiguration>

Amazon GameLift Anywhere configuration options.

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impl UpdateFleetAttributesInput

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pub fn builder() -> UpdateFleetAttributesInputBuilder

Creates a new builder-style object to manufacture UpdateFleetAttributesInput.

Trait Implementations§

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impl Clone for UpdateFleetAttributesInput

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fn clone(&self) -> UpdateFleetAttributesInput

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for UpdateFleetAttributesInput

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

Formats the value using the given formatter. Read more
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impl PartialEq for UpdateFleetAttributesInput

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

This method tests for self and other values to be equal, and is used by ==.
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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.
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impl StructuralPartialEq for UpdateFleetAttributesInput

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