StartGameSessionPlacementInput

Struct StartGameSessionPlacementInput 

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#[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
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.
§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§

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impl StartGameSessionPlacementInput

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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.

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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.

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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"}.

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 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) -> 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 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().

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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().

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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 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.

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impl StartGameSessionPlacementInput

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pub fn builder() -> StartGameSessionPlacementInputBuilder

Creates a new builder-style object to manufacture StartGameSessionPlacementInput.

Trait Implementations§

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impl Clone for StartGameSessionPlacementInput

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fn clone(&self) -> StartGameSessionPlacementInput

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 StartGameSessionPlacementInput

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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 StartGameSessionPlacementInput

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

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