#[non_exhaustive]
pub struct GameSessionPlacementBuilder { /* private fields */ }
Expand description

A builder for GameSessionPlacement.

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impl GameSessionPlacementBuilder

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pub fn placement_id(self, input: impl Into<String>) -> Self

A unique identifier for a game session placement.

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pub fn set_placement_id(self, input: Option<String>) -> Self

A unique identifier for a game session placement.

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pub fn get_placement_id(&self) -> &Option<String>

A unique identifier for a game session placement.

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pub fn game_session_queue_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.

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pub fn set_game_session_queue_name(self, input: Option<String>) -> Self

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

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pub fn get_game_session_queue_name(&self) -> &Option<String>

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

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pub fn status(self, input: GameSessionPlacementState) -> Self

Current status of the game session placement request.

  • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.

  • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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pub fn set_status(self, input: Option<GameSessionPlacementState>) -> Self

Current status of the game session placement request.

  • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.

  • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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pub fn get_status(&self) -> &Option<GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.

  • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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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).

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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).

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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).

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pub fn maximum_player_session_count(self, input: i32) -> Self

The maximum number of players that can be connected simultaneously to the game session.

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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.

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pub fn get_maximum_player_session_count(&self) -> &Option<i32>

The maximum number of players that can be connected simultaneously to the game session.

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pub fn game_session_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.

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pub fn set_game_session_name(self, input: Option<String>) -> Self

A descriptive label that is associated with a game session. Session names do not need to be unique.

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pub fn get_game_session_name(&self) -> &Option<String>

A descriptive label that is associated with a game session. Session names do not need to be unique.

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pub fn game_session_id(self, input: impl Into<String>) -> Self

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

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pub fn set_game_session_id(self, input: Option<String>) -> Self

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

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pub fn get_game_session_id(&self) -> &Option<String>

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

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pub fn game_session_arn(self, input: impl Into<String>) -> Self

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

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pub fn set_game_session_arn(self, input: Option<String>) -> Self

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

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pub fn get_game_session_arn(&self) -> &Option<String>

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

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pub fn game_session_region(self, input: impl Into<String>) -> Self

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

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pub fn set_game_session_region(self, input: Option<String>) -> Self

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

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pub fn get_game_session_region(&self) -> &Option<String>

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

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pub fn player_latencies(self, input: PlayerLatency) -> Self

Appends an item to player_latencies.

To override the contents of this collection use set_player_latencies.

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

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pub fn set_player_latencies(self, input: Option<Vec<PlayerLatency>>) -> Self

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

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pub fn get_player_latencies(&self) -> &Option<Vec<PlayerLatency>>

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

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pub fn start_time(self, input: DateTime) -> Self

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn set_start_time(self, input: Option<DateTime>) -> Self

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn get_start_time(&self) -> &Option<DateTime>

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn end_time(self, input: DateTime) -> Self

Time stamp indicating when this request was completed, canceled, or timed out.

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pub fn set_end_time(self, input: Option<DateTime>) -> Self

Time stamp indicating when this request was completed, canceled, or timed out.

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pub fn get_end_time(&self) -> &Option<DateTime>

Time stamp indicating when this request was completed, canceled, or timed out.

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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. This value isn't final until placement status is FULFILLED.

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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. This value isn't final until placement status is FULFILLED.

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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. This value isn't final until placement status is FULFILLED.

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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:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

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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:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

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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:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

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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. This value isn't final until placement status is FULFILLED.

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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. This value isn't final until placement status is FULFILLED.

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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. This value isn't final until placement status is FULFILLED.

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pub fn placed_player_sessions(self, input: PlacedPlayerSession) -> Self

Appends an item to placed_player_sessions.

To override the contents of this collection use set_placed_player_sessions.

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

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pub fn set_placed_player_sessions( self, input: Option<Vec<PlacedPlayerSession>> ) -> Self

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

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pub fn get_placed_player_sessions(&self) -> &Option<Vec<PlacedPlayerSession>>

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

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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 in the GameSession object with a request to start a new game session (see Start a Game Session).

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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 in the GameSession object with a request to start a new game session (see Start a Game Session).

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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 in the GameSession object with a request to start a new game session (see Start a Game Session).

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pub fn matchmaker_data(self, input: impl Into<String>) -> Self

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

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pub fn set_matchmaker_data(self, input: Option<String>) -> Self

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

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pub fn get_matchmaker_data(&self) -> &Option<String>

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

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pub fn build(self) -> GameSessionPlacement

Consumes the builder and constructs a GameSessionPlacement.

Trait Implementations§

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impl Clone for GameSessionPlacementBuilder

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fn clone(&self) -> GameSessionPlacementBuilder

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 GameSessionPlacementBuilder

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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 Default for GameSessionPlacementBuilder

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fn default() -> GameSessionPlacementBuilder

Returns the “default value” for a type. Read more
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impl PartialEq for GameSessionPlacementBuilder

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fn eq(&self, other: &GameSessionPlacementBuilder) -> 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 GameSessionPlacementBuilder

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Immutably borrows from an owned value. Read more
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