Player

Struct Player 

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#[non_exhaustive]
pub struct Player { pub player_id: Option<String>, pub player_attributes: Option<HashMap<String, AttributeValue>>, pub team: Option<String>, pub latency_in_ms: Option<HashMap<String, i32>>, }
Expand description

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

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.
§player_id: Option<String>

A unique identifier for a player

§player_attributes: Option<HashMap<String, AttributeValue>>

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

You can provide up to 10 PlayerAttributes.

§team: Option<String>

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

§latency_in_ms: Option<HashMap<String, i32>>

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 this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

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impl Player

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

A unique identifier for a player

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pub fn player_attributes(&self) -> Option<&HashMap<String, AttributeValue>>

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

You can provide up to 10 PlayerAttributes.

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

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

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pub fn latency_in_ms(&self) -> Option<&HashMap<String, i32>>

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 this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

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impl Player

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pub fn builder() -> PlayerBuilder

Creates a new builder-style object to manufacture Player.

Trait Implementations§

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impl Clone for Player

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fn clone(&self) -> Player

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 Player

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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 Player

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

Auto Trait Implementations§

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impl Freeze for Player

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impl RefUnwindSafe for Player

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impl Send for Player

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impl Sync for Player

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impl Unpin for Player

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impl UnwindSafe for Player

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