GameServerBuilder

Struct GameServerBuilder 

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

A builder for GameServer.

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impl GameServerBuilder

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

A unique identifier for the game server group where the game server is running.

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

A unique identifier for the game server group where the game server is running.

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

A unique identifier for the game server group where the game server is running.

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

The ARN identifier for the game server group where the game server is located.

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

The ARN identifier for the game server group where the game server is located.

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

The ARN identifier for the game server group where the game server is located.

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

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

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

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

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

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

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

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

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

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

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

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

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

The port and IP address that must be used to establish a client connection to the game server.

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

The port and IP address that must be used to establish a client connection to the game server.

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

The port and IP address that must be used to establish a client connection to the game server.

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

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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pub fn claim_status(self, input: GameServerClaimStatus) -> Self

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

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pub fn set_claim_status(self, input: Option<GameServerClaimStatus>) -> Self

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

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pub fn get_claim_status(&self) -> &Option<GameServerClaimStatus>

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

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pub fn utilization_status(self, input: GameServerUtilizationStatus) -> Self

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

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pub fn set_utilization_status( self, input: Option<GameServerUtilizationStatus>, ) -> Self

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

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pub fn get_utilization_status(&self) -> &Option<GameServerUtilizationStatus>

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

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pub fn registration_time(self, input: DateTime) -> Self

Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn set_registration_time(self, input: Option<DateTime>) -> Self

Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn get_registration_time(&self) -> &Option<DateTime>

Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn last_claim_time(self, input: DateTime) -> Self

Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

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pub fn set_last_claim_time(self, input: Option<DateTime>) -> Self

Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

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pub fn get_last_claim_time(&self) -> &Option<DateTime>

Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

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pub fn last_health_check_time(self, input: DateTime) -> Self

Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

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pub fn set_last_health_check_time(self, input: Option<DateTime>) -> Self

Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

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pub fn get_last_health_check_time(&self) -> &Option<DateTime>

Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

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pub fn build(self) -> GameServer

Consumes the builder and constructs a GameServer.

Trait Implementations§

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impl Clone for GameServerBuilder

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fn clone(&self) -> GameServerBuilder

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 GameServerBuilder

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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 GameServerBuilder

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fn default() -> GameServerBuilder

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

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

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