Struct aws_sdk_gamelift::types::builders::GameSessionBuilder
source · #[non_exhaustive]pub struct GameSessionBuilder { /* private fields */ }Expand description
A builder for GameSession.
Implementations§
source§impl GameSessionBuilder
impl GameSessionBuilder
sourcepub fn game_session_id(self, input: impl Into<String>) -> Self
pub fn game_session_id(self, input: impl Into<String>) -> Self
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
sourcepub fn set_game_session_id(self, input: Option<String>) -> Self
pub fn set_game_session_id(self, input: Option<String>) -> Self
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
sourcepub fn get_game_session_id(&self) -> &Option<String>
pub fn get_game_session_id(&self) -> &Option<String>
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
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 a game session. Session names do not need to be unique.
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 a game session. Session names do not need to be unique.
sourcepub fn get_name(&self) -> &Option<String>
pub fn get_name(&self) -> &Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
sourcepub fn fleet_id(self, input: impl Into<String>) -> Self
pub fn fleet_id(self, input: impl Into<String>) -> Self
A unique identifier for the fleet that the game session is running on.
sourcepub fn set_fleet_id(self, input: Option<String>) -> Self
pub fn set_fleet_id(self, input: Option<String>) -> Self
A unique identifier for the fleet that the game session is running on.
sourcepub fn get_fleet_id(&self) -> &Option<String>
pub fn get_fleet_id(&self) -> &Option<String>
A unique identifier for the fleet that the game session is running on.
sourcepub fn fleet_arn(self, input: impl Into<String>) -> Self
pub fn fleet_arn(self, input: impl Into<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn set_fleet_arn(self, input: Option<String>) -> Self
pub fn set_fleet_arn(self, input: Option<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn get_fleet_arn(&self) -> &Option<String>
pub fn get_fleet_arn(&self) -> &Option<String>
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn creation_time(self, input: DateTime) -> Self
pub fn creation_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn set_creation_time(self, input: Option<DateTime>) -> Self
pub fn set_creation_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn get_creation_time(&self) -> &Option<DateTime>
pub fn get_creation_time(&self) -> &Option<DateTime>
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn termination_time(self, input: DateTime) -> Self
pub fn termination_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn set_termination_time(self, input: Option<DateTime>) -> Self
pub fn set_termination_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn get_termination_time(&self) -> &Option<DateTime>
pub fn get_termination_time(&self) -> &Option<DateTime>
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
sourcepub fn current_player_session_count(self, input: i32) -> Self
pub fn current_player_session_count(self, input: i32) -> Self
Number of players currently in the game session.
sourcepub fn set_current_player_session_count(self, input: Option<i32>) -> Self
pub fn set_current_player_session_count(self, input: Option<i32>) -> Self
Number of players currently in the game session.
sourcepub fn get_current_player_session_count(&self) -> &Option<i32>
pub fn get_current_player_session_count(&self) -> &Option<i32>
Number of players currently in the game session.
sourcepub fn maximum_player_session_count(self, input: i32) -> Self
pub fn maximum_player_session_count(self, input: i32) -> Self
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn set_maximum_player_session_count(self, input: Option<i32>) -> Self
pub fn set_maximum_player_session_count(self, input: Option<i32>) -> Self
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn get_maximum_player_session_count(&self) -> &Option<i32>
pub fn get_maximum_player_session_count(&self) -> &Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn status(self, input: GameSessionStatus) -> Self
pub fn status(self, input: GameSessionStatus) -> Self
Current status of the game session. A game session must have an ACTIVE status to have player sessions.
sourcepub fn set_status(self, input: Option<GameSessionStatus>) -> Self
pub fn set_status(self, input: Option<GameSessionStatus>) -> Self
Current status of the game session. A game session must have an ACTIVE status to have player sessions.
sourcepub fn get_status(&self) -> &Option<GameSessionStatus>
pub fn get_status(&self) -> &Option<GameSessionStatus>
Current status of the game session. A game session must have an ACTIVE status to have player sessions.
sourcepub fn status_reason(self, input: GameSessionStatusReason) -> Self
pub fn status_reason(self, input: GameSessionStatusReason) -> Self
Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn set_status_reason(self, input: Option<GameSessionStatusReason>) -> Self
pub fn set_status_reason(self, input: Option<GameSessionStatusReason>) -> Self
Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn get_status_reason(&self) -> &Option<GameSessionStatusReason>
pub fn get_status_reason(&self) -> &Option<GameSessionStatusReason>
Provides additional information about game session status. INTERRUPTED indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn game_properties(self, input: GameProperty) -> Self
pub fn game_properties(self, input: GameProperty) -> Self
Appends an item to game_properties.
To override the contents of this collection use set_game_properties.
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 set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self
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 get_game_properties(&self) -> &Option<Vec<GameProperty>>
pub fn get_game_properties(&self) -> &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).
sourcepub fn ip_address(self, input: impl Into<String>) -> Self
pub fn ip_address(self, input: impl Into<String>) -> Self
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.
sourcepub fn set_ip_address(self, input: Option<String>) -> Self
pub fn set_ip_address(self, input: Option<String>) -> Self
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.
sourcepub fn get_ip_address(&self) -> &Option<String>
pub fn get_ip_address(&self) -> &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.
sourcepub fn dns_name(self, input: impl Into<String>) -> Self
pub fn dns_name(self, input: impl Into<String>) -> Self
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 set_dns_name(self, input: Option<String>) -> Self
pub fn set_dns_name(self, input: Option<String>) -> Self
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 get_dns_name(&self) -> &Option<String>
pub fn get_dns_name(&self) -> &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.
sourcepub fn port(self, input: i32) -> Self
pub fn port(self, input: i32) -> Self
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.
sourcepub fn set_port(self, input: Option<i32>) -> Self
pub fn set_port(self, input: Option<i32>) -> Self
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.
sourcepub fn get_port(&self) -> &Option<i32>
pub fn get_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.
sourcepub fn player_session_creation_policy(
self,
input: PlayerSessionCreationPolicy
) -> Self
pub fn player_session_creation_policy( self, input: PlayerSessionCreationPolicy ) -> Self
Indicates whether or not the game session is accepting new players.
sourcepub fn set_player_session_creation_policy(
self,
input: Option<PlayerSessionCreationPolicy>
) -> Self
pub fn set_player_session_creation_policy( self, input: Option<PlayerSessionCreationPolicy> ) -> Self
Indicates whether or not the game session is accepting new players.
sourcepub fn get_player_session_creation_policy(
&self
) -> &Option<PlayerSessionCreationPolicy>
pub fn get_player_session_creation_policy( &self ) -> &Option<PlayerSessionCreationPolicy>
Indicates whether or not the game session is accepting new players.
sourcepub fn creator_id(self, input: impl Into<String>) -> Self
pub fn creator_id(self, input: impl Into<String>) -> Self
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn set_creator_id(self, input: Option<String>) -> Self
pub fn set_creator_id(self, input: Option<String>) -> Self
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn get_creator_id(&self) -> &Option<String>
pub fn get_creator_id(&self) -> &Option<String>
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn game_session_data(self, input: impl Into<String>) -> Self
pub fn game_session_data(self, input: impl Into<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
sourcepub fn set_game_session_data(self, input: Option<String>) -> Self
pub fn set_game_session_data(self, input: Option<String>) -> Self
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
sourcepub fn get_game_session_data(&self) -> &Option<String>
pub fn get_game_session_data(&self) -> &Option<String>
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
sourcepub fn matchmaker_data(self, input: impl Into<String>) -> Self
pub fn matchmaker_data(self, input: impl Into<String>) -> Self
Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourcepub fn set_matchmaker_data(self, input: Option<String>) -> Self
pub fn set_matchmaker_data(self, input: Option<String>) -> Self
Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourcepub fn get_matchmaker_data(&self) -> &Option<String>
pub fn get_matchmaker_data(&self) -> &Option<String>
Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourcepub fn location(self, input: impl Into<String>) -> Self
pub fn location(self, input: impl Into<String>) -> Self
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
sourcepub fn set_location(self, input: Option<String>) -> Self
pub fn set_location(self, input: Option<String>) -> Self
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
sourcepub fn get_location(&self) -> &Option<String>
pub fn get_location(&self) -> &Option<String>
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
sourcepub fn build(self) -> GameSession
pub fn build(self) -> GameSession
Consumes the builder and constructs a GameSession.
Trait Implementations§
source§impl Clone for GameSessionBuilder
impl Clone for GameSessionBuilder
source§fn clone(&self) -> GameSessionBuilder
fn clone(&self) -> GameSessionBuilder
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moresource§impl Debug for GameSessionBuilder
impl Debug for GameSessionBuilder
source§impl Default for GameSessionBuilder
impl Default for GameSessionBuilder
source§fn default() -> GameSessionBuilder
fn default() -> GameSessionBuilder
source§impl PartialEq for GameSessionBuilder
impl PartialEq for GameSessionBuilder
source§fn eq(&self, other: &GameSessionBuilder) -> bool
fn eq(&self, other: &GameSessionBuilder) -> bool
self and other values to be equal, and is used
by ==.