GameServerContainerDefinitionInput

Struct GameServerContainerDefinitionInput 

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#[non_exhaustive]
pub struct GameServerContainerDefinitionInput { pub container_name: Option<String>, pub depends_on: Option<Vec<ContainerDependency>>, pub mount_points: Option<Vec<ContainerMountPoint>>, pub environment_override: Option<Vec<ContainerEnvironment>>, pub image_uri: Option<String>, pub port_configuration: Option<ContainerPortConfiguration>, pub server_sdk_version: Option<String>, }
Expand description

Describes the configuration for a container that runs your game server executable. This definition includes container configuration, resources, and start instructions. Use this data type when creating or updating a game server container group definition. For properties of a deployed container, see GameServerContainerDefinition. A game server container is automatically considered essential; if an essential container fails, the entire container group restarts.

Use with: CreateContainerGroupDefinition, UpdateContainerGroupDefinition

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.
§container_name: Option<String>

A string that uniquely identifies the container definition within a container group.

§depends_on: Option<Vec<ContainerDependency>>

Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.

You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.

§mount_points: Option<Vec<ContainerMountPoint>>

A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

§environment_override: Option<Vec<ContainerEnvironment>>

A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

§image_uri: Option<String>

The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:

  • Image ID only: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]

  • Image ID and digest: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]@\[digest\]

  • Image ID and tag: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]:\[tag\]

§port_configuration: Option<ContainerPortConfiguration>

A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. For example, a game server process requires a container port to allow game clients to connect to it. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol.

Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).

§server_sdk_version: Option<String>

The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

Implementations§

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impl GameServerContainerDefinitionInput

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

A string that uniquely identifies the container definition within a container group.

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pub fn depends_on(&self) -> &[ContainerDependency]

Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.

You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .depends_on.is_none().

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pub fn mount_points(&self) -> &[ContainerMountPoint]

A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .mount_points.is_none().

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pub fn environment_override(&self) -> &[ContainerEnvironment]

A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .environment_override.is_none().

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

The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:

  • Image ID only: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]

  • Image ID and digest: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]@\[digest\]

  • Image ID and tag: \[AWS account\].dkr.ecr.\[AWS region\].amazonaws.com/\[repository ID\]:\[tag\]

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pub fn port_configuration(&self) -> Option<&ContainerPortConfiguration>

A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. For example, a game server process requires a container port to allow game clients to connect to it. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol.

Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).

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

The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.

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impl GameServerContainerDefinitionInput

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pub fn builder() -> GameServerContainerDefinitionInputBuilder

Creates a new builder-style object to manufacture GameServerContainerDefinitionInput.

Trait Implementations§

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impl Clone for GameServerContainerDefinitionInput

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fn clone(&self) -> GameServerContainerDefinitionInput

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 GameServerContainerDefinitionInput

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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 GameServerContainerDefinitionInput

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

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