#[non_exhaustive]pub struct StartGameSessionPlacementInput {
pub placement_id: Option<String>,
pub game_session_queue_name: Option<String>,
pub game_properties: Option<Vec<GameProperty>>,
pub maximum_player_session_count: Option<i32>,
pub game_session_name: Option<String>,
pub player_latencies: Option<Vec<PlayerLatency>>,
pub desired_player_sessions: Option<Vec<DesiredPlayerSession>>,
pub game_session_data: Option<String>,
pub priority_configuration_override: Option<PriorityConfigurationOverride>,
}
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.placement_id: 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.
game_session_queue_name: Option<String>
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
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"}
.
maximum_player_session_count: Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
game_session_name: Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
player_latencies: 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.
desired_player_sessions: Option<Vec<DesiredPlayerSession>>
Set of information on each player to create a player session for.
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.
priority_configuration_override: 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.
Implementations§
Source§impl StartGameSessionPlacementInput
impl StartGameSessionPlacementInput
Sourcepub fn placement_id(&self) -> Option<&str>
pub fn placement_id(&self) -> Option<&str>
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.
Sourcepub fn game_session_queue_name(&self) -> Option<&str>
pub fn game_session_queue_name(&self) -> Option<&str>
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
Sourcepub fn game_properties(&self) -> &[GameProperty]
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"}
.
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()
.
Sourcepub fn maximum_player_session_count(&self) -> Option<i32>
pub fn maximum_player_session_count(&self) -> Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
Sourcepub fn game_session_name(&self) -> Option<&str>
pub fn game_session_name(&self) -> Option<&str>
A descriptive label that is associated with a game session. Session names do not need to be unique.
Sourcepub fn player_latencies(&self) -> &[PlayerLatency]
pub fn player_latencies(&self) -> &[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.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .player_latencies.is_none()
.
Sourcepub fn desired_player_sessions(&self) -> &[DesiredPlayerSession]
pub fn desired_player_sessions(&self) -> &[DesiredPlayerSession]
Set of information on each player to create a player session for.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .desired_player_sessions.is_none()
.
Sourcepub fn game_session_data(&self) -> Option<&str>
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.
Sourcepub fn priority_configuration_override(
&self,
) -> Option<&PriorityConfigurationOverride>
pub fn 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.
Source§impl StartGameSessionPlacementInput
impl StartGameSessionPlacementInput
Sourcepub fn builder() -> StartGameSessionPlacementInputBuilder
pub fn builder() -> StartGameSessionPlacementInputBuilder
Creates a new builder-style object to manufacture StartGameSessionPlacementInput
.
Trait Implementations§
Source§impl Clone for StartGameSessionPlacementInput
impl Clone for StartGameSessionPlacementInput
Source§fn clone(&self) -> StartGameSessionPlacementInput
fn clone(&self) -> StartGameSessionPlacementInput
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl PartialEq for StartGameSessionPlacementInput
impl PartialEq for StartGameSessionPlacementInput
Source§fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
self
and other
values to be equal, and is used by ==
.impl StructuralPartialEq for StartGameSessionPlacementInput
Auto Trait Implementations§
impl Freeze for StartGameSessionPlacementInput
impl RefUnwindSafe for StartGameSessionPlacementInput
impl Send for StartGameSessionPlacementInput
impl Sync for StartGameSessionPlacementInput
impl Unpin for StartGameSessionPlacementInput
impl UnwindSafe for StartGameSessionPlacementInput
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