GameServer

Struct GameServer 

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#[non_exhaustive]
pub struct GameServer { pub game_server_group_name: Option<String>, pub game_server_group_arn: Option<String>, pub game_server_id: Option<String>, pub instance_id: Option<String>, pub connection_info: Option<String>, pub game_server_data: Option<String>, pub claim_status: Option<GameServerClaimStatus>, pub utilization_status: Option<GameServerUtilizationStatus>, pub registration_time: Option<DateTime>, pub last_claim_time: Option<DateTime>, pub last_health_check_time: Option<DateTime>, }
Expand description

This data type is used with the Amazon GameLift Servers FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a game server group.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

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.
§game_server_group_name: Option<String>

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

§game_server_group_arn: Option<String>

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

§game_server_id: 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.

§instance_id: 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.

§connection_info: Option<String>

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

§game_server_data: 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.

§claim_status: 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.

§utilization_status: 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.

§registration_time: 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").

§last_claim_time: 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.

§last_health_check_time: 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.

Implementations§

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impl GameServer

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pub fn game_server_group_name(&self) -> Option<&str>

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) -> Option<&str>

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

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pub fn game_server_id(&self) -> Option<&str>

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) -> Option<&str>

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) -> Option<&str>

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) -> Option<&str>

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) -> 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) -> 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) -> 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) -> 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) -> 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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impl GameServer

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pub fn builder() -> GameServerBuilder

Creates a new builder-style object to manufacture GameServer.

Trait Implementations§

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impl Clone for GameServer

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fn clone(&self) -> GameServer

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 GameServer

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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 GameServer

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

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