GameSessionPlacement

Struct GameSessionPlacement 

Source
#[non_exhaustive]
pub struct GameSessionPlacement {
Show 19 fields pub placement_id: Option<String>, pub game_session_queue_name: Option<String>, pub status: Option<GameSessionPlacementState>, pub game_properties: Option<Vec<GameProperty>>, pub maximum_player_session_count: Option<i32>, pub game_session_name: Option<String>, pub game_session_id: Option<String>, pub game_session_arn: Option<String>, pub game_session_region: Option<String>, pub player_latencies: Option<Vec<PlayerLatency>>, pub start_time: Option<DateTime>, pub end_time: Option<DateTime>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub port: Option<i32>, pub placed_player_sessions: Option<Vec<PlacedPlayerSession>>, pub game_session_data: Option<String>, pub matchmaker_data: Option<String>, pub priority_configuration_override: Option<PriorityConfigurationOverride>,
}
Expand description

Represents a potential game session placement, including the full details of the original placement request and the current status.

If the game session placement status is PENDING, the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED. When the placement is in PENDING status, Amazon GameLift Servers may attempt to place a game session multiple times before succeeding. With each attempt it creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameSession object and updates this placement object with the new game session properties.

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 for a game session placement.

§game_session_queue_name: Option<String>

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

§status: Option<GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.

  • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift Servers is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

§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.

§game_session_id: Option<String>

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

§game_session_arn: Option<String>

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

§game_session_region: Option<String>

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

§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.

§start_time: Option<DateTime>

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

§end_time: Option<DateTime>

Time stamp indicating when this request was completed, canceled, or timed out.

§ip_address: 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. This value isn't final until placement status is FULFILLED.

§dns_name: Option<String>

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

§port: Option<i32>

The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

§placed_player_sessions: Option<Vec<PlacedPlayerSession>>

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

§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.

§matchmaker_data: Option<String>

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

§priority_configuration_override: Option<PriorityConfigurationOverride>

An alternative priority list of locations that's included with a game session placement request. When provided, the list overrides a queue's location order list for this game session placement request only. The list might include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). The fallback strategy tells Amazon GameLift Servers what action to take (if any) in the event that it failed to place a new game session.

Implementations§

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impl GameSessionPlacement

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

A unique identifier for a game session placement.

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

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

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pub fn status(&self) -> Option<&GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is in the queue waiting to be processed. Game session properties are not yet final.

  • FULFILLED -- A new game session has been successfully placed. Game session properties are now final.

  • CANCELLED -- The placement request was canceled.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- Amazon GameLift Servers is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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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 game_session_id(&self) -> Option<&str>

A unique identifier for the game session. This value isn't final until placement status is FULFILLED.

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

Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.

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

Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.

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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.

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 start_time(&self) -> Option<&DateTime>

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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

Time stamp indicating when this request was completed, canceled, or timed out.

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

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. This value isn't final until placement status is FULFILLED.

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

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

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pub fn port(&self) -> Option<i32>

The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.

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pub fn placed_player_sessions(&self) -> &[PlacedPlayerSession]

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .placed_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 matchmaker_data(&self) -> Option<&str>

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

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pub fn priority_configuration_override( &self, ) -> Option<&PriorityConfigurationOverride>

An alternative priority list of locations that's included with a game session placement request. When provided, the list overrides a queue's location order list for this game session placement request only. The list might include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). The fallback strategy tells Amazon GameLift Servers what action to take (if any) in the event that it failed to place a new game session.

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impl GameSessionPlacement

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pub fn builder() -> GameSessionPlacementBuilder

Creates a new builder-style object to manufacture GameSessionPlacement.

Trait Implementations§

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impl Clone for GameSessionPlacement

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fn clone(&self) -> GameSessionPlacement

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 GameSessionPlacement

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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 GameSessionPlacement

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

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