StartGameSessionPlacementFluentBuilder

Struct StartGameSessionPlacementFluentBuilder 

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pub struct StartGameSessionPlacementFluentBuilder { /* private fields */ }
Expand description

Fluent builder constructing a request to StartGameSessionPlacement.

Makes a request to start a new game session using a game session queue. When processing a placement request, Amazon GameLift Servers looks for the best possible available resource to host the game session, based on how the queue is configured to prioritize factors such as resource cost, latency, and location. After selecting an available resource, Amazon GameLift Servers prompts the resource to start a game session. A placement request can include a list of players to create a set of player sessions. The request can also include information to pass to the new game session, such as to specify a game map or other options.

Request options

Use this operation to make the following types of requests.

  • Request a placement using the queue's default prioritization process (see the default prioritization described in PriorityConfiguration). Include these required parameters:

    • GameSessionQueueName

    • MaximumPlayerSessionCount

    • PlacementID

  • Request a placement and prioritize based on latency. Include these parameters:

    • Required parameters GameSessionQueueName, MaximumPlayerSessionCount, PlacementID.

    • PlayerLatencies. Include a set of latency values for destinations in the queue. When a request includes latency data, Amazon GameLift Servers automatically reorder the queue's locations priority list based on lowest available latency values. If a request includes latency data for multiple players, Amazon GameLift Servers calculates each location's average latency for all players and reorders to find the lowest latency across all players.

    • Don't include PriorityConfigurationOverride.

    • Prioritize based on a custom list of locations. If you're using a queue that's configured to prioritize location first (see PriorityConfiguration for game session queues), you can optionally use the PriorityConfigurationOverride parameter to substitute a different location priority list for this placement request. Amazon GameLift Servers searches each location on the priority override list to find an available hosting resource for the new game session. Specify a fallback strategy to use in the event that Amazon GameLift Servers fails to place the game session in any of the locations on the override list.

  • Request a placement and prioritized based on a custom list of locations.

  • You can request new player sessions for a group of players. Include the DesiredPlayerSessions parameter and include at minimum a unique player ID for each. You can also include player-specific data to pass to the new game session.

Result

If successful, this operation generates a new game session placement request and adds it to the game session queue for processing. You can track the status of individual placement requests by calling DescribeGameSessionPlacement or by monitoring queue notifications. When the request status is FULFILLED, a new game session has started and the placement request is updated with connection information for the game session (IP address and port). If the request included player session data, Amazon GameLift Servers creates a player session for each player ID in the request.

The request results in a InvalidRequestException in the following situations:

  • If the request includes both PlayerLatencies and PriorityConfigurationOverride parameters.

  • If the request includes the PriorityConfigurationOverride parameter and specifies a queue that doesn't prioritize locations.

Amazon GameLift Servers continues to retry each placement request until it reaches the queue's timeout setting. If a request times out, you can resubmit the request to the same queue or try a different queue.

Implementations§

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impl StartGameSessionPlacementFluentBuilder

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pub fn as_input(&self) -> &StartGameSessionPlacementInputBuilder

Access the StartGameSessionPlacement as a reference.

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pub async fn send( self, ) -> Result<StartGameSessionPlacementOutput, SdkError<StartGameSessionPlacementError, HttpResponse>>

Sends the request and returns the response.

If an error occurs, an SdkError will be returned with additional details that can be matched against.

By default, any retryable failures will be retried twice. Retry behavior is configurable with the RetryConfig, which can be set when configuring the client.

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pub fn customize( self, ) -> CustomizableOperation<StartGameSessionPlacementOutput, StartGameSessionPlacementError, Self>

Consumes this builder, creating a customizable operation that can be modified before being sent.

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

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.

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

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.

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

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.

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

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

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

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

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

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

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pub fn game_properties(self, input: GameProperty) -> Self

Appends an item to GameProperties.

To override the contents of this collection use set_game_properties.

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

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pub fn set_game_properties(self, input: Option<Vec<GameProperty>>) -> Self

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

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pub fn get_game_properties(&self) -> &Option<Vec<GameProperty>>

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

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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 player_latencies(self, input: PlayerLatency) -> Self

Appends an item to PlayerLatencies.

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. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

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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. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

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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. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

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pub fn desired_player_sessions(self, input: DesiredPlayerSession) -> Self

Appends an item to DesiredPlayerSessions.

To override the contents of this collection use set_desired_player_sessions.

Set of information on each player to create a player session for.

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pub fn set_desired_player_sessions( self, input: Option<Vec<DesiredPlayerSession>>, ) -> Self

Set of information on each player to create a player session for.

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pub fn get_desired_player_sessions(&self) -> &Option<Vec<DesiredPlayerSession>>

Set of information on each player to create a player session for.

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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 with a request to start a new game session. For more information, 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 with a request to start a new game session. For more information, 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 with a request to start a new game session. For more information, see Start a game session.

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pub fn priority_configuration_override( self, input: PriorityConfigurationOverride, ) -> Self

A prioritized list of locations to use for the game session placement and instructions on how to use it. This list overrides a queue's prioritized location list for this game session placement request only. You can include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). You can choose to limit placements to locations on the override list only, or you can prioritize locations on the override list first and then fall back to the queue's other locations if needed. Choose a fallback strategy to use in the event that Amazon GameLift Servers fails to place a game session in any of the locations on the priority override list.

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pub fn set_priority_configuration_override( self, input: Option<PriorityConfigurationOverride>, ) -> Self

A prioritized list of locations to use for the game session placement and instructions on how to use it. This list overrides a queue's prioritized location list for this game session placement request only. You can include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). You can choose to limit placements to locations on the override list only, or you can prioritize locations on the override list first and then fall back to the queue's other locations if needed. Choose a fallback strategy to use in the event that Amazon GameLift Servers fails to place a game session in any of the locations on the priority override list.

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pub fn get_priority_configuration_override( &self, ) -> &Option<PriorityConfigurationOverride>

A prioritized list of locations to use for the game session placement and instructions on how to use it. This list overrides a queue's prioritized location list for this game session placement request only. You can include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). You can choose to limit placements to locations on the override list only, or you can prioritize locations on the override list first and then fall back to the queue's other locations if needed. Choose a fallback strategy to use in the event that Amazon GameLift Servers fails to place a game session in any of the locations on the priority override list.

Trait Implementations§

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impl Clone for StartGameSessionPlacementFluentBuilder

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fn clone(&self) -> StartGameSessionPlacementFluentBuilder

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 StartGameSessionPlacementFluentBuilder

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

Formats the value using the given formatter. Read more

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