CreateGameSessionInput

Struct CreateGameSessionInput 

Source
#[non_exhaustive]
pub struct CreateGameSessionInput { pub fleet_id: Option<String>, pub alias_id: Option<String>, pub maximum_player_session_count: Option<i32>, pub name: Option<String>, pub game_properties: Option<Vec<GameProperty>>, pub creator_id: Option<String>, pub game_session_id: Option<String>, pub idempotency_token: Option<String>, pub game_session_data: Option<String>, pub location: Option<String>, }

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 create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

§alias_id: Option<String>

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

§maximum_player_session_count: Option<i32>

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

§name: Option<String>

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

§game_properties: Option<Vec<GameProperty>>

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.

§creator_id: Option<String>

A unique identifier for a player or entity creating the game session.

If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift Servers limits the number of game session creation requests with the same CreatorId in a specified time period.

If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift Servers limits requests to one request per CreatorId per second.

To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.

§game_session_id: Option<String>

This parameter is deprecated. Use IdempotencyToken instead.

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

§idempotency_token: Option<String>

Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift: ::gamesession/ / . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

§game_session_data: 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. For more information, see Start a game session.

§location: Option<String>

A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.

Implementations§

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impl CreateGameSessionInput

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

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

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

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

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

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_properties(&self) -> &[GameProperty]

A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.

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

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

A unique identifier for a player or entity creating the game session.

If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift Servers limits the number of game session creation requests with the same CreatorId in a specified time period.

If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift Servers limits requests to one request per CreatorId per second.

To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.

Source

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

This parameter is deprecated. Use IdempotencyToken instead.

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

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

Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift: ::gamesession/ / . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

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

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. For more information, see Start a game session.

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

A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.

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impl CreateGameSessionInput

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pub fn builder() -> CreateGameSessionInputBuilder

Creates a new builder-style object to manufacture CreateGameSessionInput.

Trait Implementations§

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impl Clone for CreateGameSessionInput

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fn clone(&self) -> CreateGameSessionInput

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

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

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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 CreateGameSessionInput

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

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 CreateGameSessionInput

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