#[non_exhaustive]pub struct PlayerSessionBuilder { /* private fields */ }
Expand description
A builder for PlayerSession
.
Implementations§
Source§impl PlayerSessionBuilder
impl PlayerSessionBuilder
Sourcepub fn player_session_id(self, input: impl Into<String>) -> Self
pub fn player_session_id(self, input: impl Into<String>) -> Self
A unique identifier for a player session.
Sourcepub fn set_player_session_id(self, input: Option<String>) -> Self
pub fn set_player_session_id(self, input: Option<String>) -> Self
A unique identifier for a player session.
Sourcepub fn get_player_session_id(&self) -> &Option<String>
pub fn get_player_session_id(&self) -> &Option<String>
A unique identifier for a player session.
Sourcepub fn player_id(self, input: impl Into<String>) -> Self
pub fn player_id(self, input: impl Into<String>) -> Self
A unique identifier for a player that is associated with this player session.
Sourcepub fn set_player_id(self, input: Option<String>) -> Self
pub fn set_player_id(self, input: Option<String>) -> Self
A unique identifier for a player that is associated with this player session.
Sourcepub fn get_player_id(&self) -> &Option<String>
pub fn get_player_id(&self) -> &Option<String>
A unique identifier for a player that is associated with this player session.
Sourcepub fn game_session_id(self, input: impl Into<String>) -> Self
pub fn game_session_id(self, input: impl Into<String>) -> Self
A unique identifier for the game session that the player session is connected to.
Sourcepub fn set_game_session_id(self, input: Option<String>) -> Self
pub fn set_game_session_id(self, input: Option<String>) -> Self
A unique identifier for the game session that the player session is connected to.
Sourcepub fn get_game_session_id(&self) -> &Option<String>
pub fn get_game_session_id(&self) -> &Option<String>
A unique identifier for the game session that the player session is connected to.
Sourcepub fn fleet_id(self, input: impl Into<String>) -> Self
pub fn fleet_id(self, input: impl Into<String>) -> Self
A unique identifier for the fleet that the player's game session is running on.
Sourcepub fn set_fleet_id(self, input: Option<String>) -> Self
pub fn set_fleet_id(self, input: Option<String>) -> Self
A unique identifier for the fleet that the player's game session is running on.
Sourcepub fn get_fleet_id(&self) -> &Option<String>
pub fn get_fleet_id(&self) -> &Option<String>
A unique identifier for the fleet that the player's game session is running on.
Sourcepub fn fleet_arn(self, input: impl Into<String>) -> Self
pub fn fleet_arn(self, input: impl Into<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
Sourcepub fn set_fleet_arn(self, input: Option<String>) -> Self
pub fn set_fleet_arn(self, input: Option<String>) -> Self
The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
Sourcepub fn get_fleet_arn(&self) -> &Option<String>
pub fn get_fleet_arn(&self) -> &Option<String>
The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
Sourcepub fn creation_time(self, input: DateTime) -> Self
pub fn creation_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn set_creation_time(self, input: Option<DateTime>) -> Self
pub fn set_creation_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn get_creation_time(&self) -> &Option<DateTime>
pub fn get_creation_time(&self) -> &Option<DateTime>
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn termination_time(self, input: DateTime) -> Self
pub fn termination_time(self, input: DateTime) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn set_termination_time(self, input: Option<DateTime>) -> Self
pub fn set_termination_time(self, input: Option<DateTime>) -> Self
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn get_termination_time(&self) -> &Option<DateTime>
pub fn get_termination_time(&self) -> &Option<DateTime>
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
Sourcepub fn status(self, input: PlayerSessionStatus) -> Self
pub fn status(self, input: PlayerSessionStatus) -> Self
Current status of the player session.
Possible player session statuses include the following:
-
RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
-
ACTIVE -- The player has been validated by the server process and is currently connected.
-
COMPLETED -- The player connection has been dropped.
-
TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
Sourcepub fn set_status(self, input: Option<PlayerSessionStatus>) -> Self
pub fn set_status(self, input: Option<PlayerSessionStatus>) -> Self
Current status of the player session.
Possible player session statuses include the following:
-
RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
-
ACTIVE -- The player has been validated by the server process and is currently connected.
-
COMPLETED -- The player connection has been dropped.
-
TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
Sourcepub fn get_status(&self) -> &Option<PlayerSessionStatus>
pub fn get_status(&self) -> &Option<PlayerSessionStatus>
Current status of the player session.
Possible player session statuses include the following:
-
RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
-
ACTIVE -- The player has been validated by the server process and is currently connected.
-
COMPLETED -- The player connection has been dropped.
-
TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
Sourcepub fn ip_address(self, input: impl Into<String>) -> Self
pub fn ip_address(self, input: impl Into<String>) -> Self
The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
Sourcepub fn set_ip_address(self, input: Option<String>) -> Self
pub fn set_ip_address(self, input: Option<String>) -> Self
The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
Sourcepub fn get_ip_address(&self) -> &Option<String>
pub fn get_ip_address(&self) -> &Option<String>
The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
Sourcepub fn dns_name(self, input: impl Into<String>) -> Self
pub fn dns_name(self, input: impl Into<String>) -> Self
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
.. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Sourcepub fn set_dns_name(self, input: Option<String>) -> Self
pub fn set_dns_name(self, input: Option<String>) -> Self
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
.. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Sourcepub fn get_dns_name(&self) -> &Option<String>
pub fn get_dns_name(&self) -> &Option<String>
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
.. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
Sourcepub fn port(self, input: i32) -> Self
pub fn port(self, input: i32) -> Self
Port number for the game session. To connect to a Amazon GameLift Servers server process, an app needs both the IP address and port number.
Sourcepub fn set_port(self, input: Option<i32>) -> Self
pub fn set_port(self, input: Option<i32>) -> Self
Port number for the game session. To connect to a Amazon GameLift Servers server process, an app needs both the IP address and port number.
Sourcepub fn get_port(&self) -> &Option<i32>
pub fn get_port(&self) -> &Option<i32>
Port number for the game session. To connect to a Amazon GameLift Servers server process, an app needs both the IP address and port number.
Sourcepub fn player_data(self, input: impl Into<String>) -> Self
pub fn player_data(self, input: impl Into<String>) -> Self
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Sourcepub fn set_player_data(self, input: Option<String>) -> Self
pub fn set_player_data(self, input: Option<String>) -> Self
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Sourcepub fn get_player_data(&self) -> &Option<String>
pub fn get_player_data(&self) -> &Option<String>
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Sourcepub fn build(self) -> PlayerSession
pub fn build(self) -> PlayerSession
Consumes the builder and constructs a PlayerSession
.
Trait Implementations§
Source§impl Clone for PlayerSessionBuilder
impl Clone for PlayerSessionBuilder
Source§fn clone(&self) -> PlayerSessionBuilder
fn clone(&self) -> PlayerSessionBuilder
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for PlayerSessionBuilder
impl Debug for PlayerSessionBuilder
Source§impl Default for PlayerSessionBuilder
impl Default for PlayerSessionBuilder
Source§fn default() -> PlayerSessionBuilder
fn default() -> PlayerSessionBuilder
Source§impl PartialEq for PlayerSessionBuilder
impl PartialEq for PlayerSessionBuilder
impl StructuralPartialEq for PlayerSessionBuilder
Auto Trait Implementations§
impl Freeze for PlayerSessionBuilder
impl RefUnwindSafe for PlayerSessionBuilder
impl Send for PlayerSessionBuilder
impl Sync for PlayerSessionBuilder
impl Unpin for PlayerSessionBuilder
impl UnwindSafe for PlayerSessionBuilder
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