PlayerBuilder

Struct PlayerBuilder 

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

A builder for Player.

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impl PlayerBuilder

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

A unique identifier for a player

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

A unique identifier for a player

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

A unique identifier for a player

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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.

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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.

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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.

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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.

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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.

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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.

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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 Amazon Web Services 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.

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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 Amazon Web Services 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.

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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 Amazon Web Services 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.

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pub fn build(self) -> Player

Consumes the builder and constructs a Player.

Trait Implementations§

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impl Clone for PlayerBuilder

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fn clone(&self) -> PlayerBuilder

Returns a duplicate 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 PlayerBuilder

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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 PlayerBuilder

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fn default() -> PlayerBuilder

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

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

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 PlayerBuilder

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