#[non_exhaustive]pub struct LocationState {
pub location_name: Option<String>,
pub status: Option<StreamGroupLocationStatus>,
pub always_on_capacity: Option<i32>,
pub on_demand_capacity: Option<i32>,
pub requested_capacity: Option<i32>,
pub allocated_capacity: Option<i32>,
pub idle_capacity: Option<i32>,
}Expand description
Represents a location and its corresponding stream capacity and status.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.location_name: Option<String>A location's name. For example, us-east-1. For a complete list of locations that Amazon GameLift Streams supports, refer to Regions, quotas, and limitations in the Amazon GameLift Streams Developer Guide.
status: Option<StreamGroupLocationStatus>This value is set of locations, including their name, current status, and capacities.
A location can be in one of the following states:
-
ACTIVATING: Amazon GameLift Streams is preparing the location. You cannot stream from, scale the capacity of, or remove this location yet. -
ACTIVE: The location is provisioned with initial capacity. You can now stream from, scale the capacity of, or remove this location. -
ERROR: Amazon GameLift Streams failed to set up this location. TheStatusReasonfield describes the error. You can remove this location and try to add it again. -
REMOVING: Amazon GameLift Streams is working to remove this location. This will release all provisioned capacity for this location in this stream group.
always_on_capacity: Option<i32>The streaming capacity that is allocated and ready to handle stream requests without delay. You pay for this capacity whether it's in use or not. Best for quickest time from streaming request to streaming session. Default is 1 (2 for high stream classes) when creating a stream group or adding a location.
on_demand_capacity: Option<i32>The streaming capacity that Amazon GameLift Streams can allocate in response to stream requests, and then de-allocate when the session has terminated. This offers a cost control measure at the expense of a greater startup time (typically under 5 minutes). Default is 0 when creating a stream group or adding a location.
requested_capacity: Option<i32>This value is the always-on capacity that you most recently requested for a stream group. You request capacity separately for each location in a stream group. In response to an increase in requested capacity, Amazon GameLift Streams attempts to provision compute resources to make the stream group's allocated capacity meet requested capacity. When always-on capacity is decreased, it can take a few minutes to deprovision allocated capacity to match the requested capacity.
allocated_capacity: Option<i32>This value is the stream capacity that Amazon GameLift Streams has provisioned in a stream group that can respond immediately to stream requests. It includes resources that are currently streaming and resources that are idle and ready to respond to stream requests. You pay for this capacity whether it's in use or not. After making changes to capacity, it can take a few minutes for the allocated capacity count to reflect the change while compute resources are allocated or deallocated. Similarly, when allocated on-demand capacity is no longer needed, it can take a few minutes for Amazon GameLift Streams to spin down the allocated capacity.
idle_capacity: Option<i32>This value is the amount of allocated capacity that is not currently streaming. It represents the stream group's ability to respond immediately to new stream requests with near-instant startup time.
Implementations§
Source§impl LocationState
impl LocationState
Sourcepub fn location_name(&self) -> Option<&str>
pub fn location_name(&self) -> Option<&str>
A location's name. For example, us-east-1. For a complete list of locations that Amazon GameLift Streams supports, refer to Regions, quotas, and limitations in the Amazon GameLift Streams Developer Guide.
Sourcepub fn status(&self) -> Option<&StreamGroupLocationStatus>
pub fn status(&self) -> Option<&StreamGroupLocationStatus>
This value is set of locations, including their name, current status, and capacities.
A location can be in one of the following states:
-
ACTIVATING: Amazon GameLift Streams is preparing the location. You cannot stream from, scale the capacity of, or remove this location yet. -
ACTIVE: The location is provisioned with initial capacity. You can now stream from, scale the capacity of, or remove this location. -
ERROR: Amazon GameLift Streams failed to set up this location. TheStatusReasonfield describes the error. You can remove this location and try to add it again. -
REMOVING: Amazon GameLift Streams is working to remove this location. This will release all provisioned capacity for this location in this stream group.
Sourcepub fn always_on_capacity(&self) -> Option<i32>
pub fn always_on_capacity(&self) -> Option<i32>
The streaming capacity that is allocated and ready to handle stream requests without delay. You pay for this capacity whether it's in use or not. Best for quickest time from streaming request to streaming session. Default is 1 (2 for high stream classes) when creating a stream group or adding a location.
Sourcepub fn on_demand_capacity(&self) -> Option<i32>
pub fn on_demand_capacity(&self) -> Option<i32>
The streaming capacity that Amazon GameLift Streams can allocate in response to stream requests, and then de-allocate when the session has terminated. This offers a cost control measure at the expense of a greater startup time (typically under 5 minutes). Default is 0 when creating a stream group or adding a location.
Sourcepub fn requested_capacity(&self) -> Option<i32>
pub fn requested_capacity(&self) -> Option<i32>
This value is the always-on capacity that you most recently requested for a stream group. You request capacity separately for each location in a stream group. In response to an increase in requested capacity, Amazon GameLift Streams attempts to provision compute resources to make the stream group's allocated capacity meet requested capacity. When always-on capacity is decreased, it can take a few minutes to deprovision allocated capacity to match the requested capacity.
Sourcepub fn allocated_capacity(&self) -> Option<i32>
pub fn allocated_capacity(&self) -> Option<i32>
This value is the stream capacity that Amazon GameLift Streams has provisioned in a stream group that can respond immediately to stream requests. It includes resources that are currently streaming and resources that are idle and ready to respond to stream requests. You pay for this capacity whether it's in use or not. After making changes to capacity, it can take a few minutes for the allocated capacity count to reflect the change while compute resources are allocated or deallocated. Similarly, when allocated on-demand capacity is no longer needed, it can take a few minutes for Amazon GameLift Streams to spin down the allocated capacity.
Sourcepub fn idle_capacity(&self) -> Option<i32>
pub fn idle_capacity(&self) -> Option<i32>
This value is the amount of allocated capacity that is not currently streaming. It represents the stream group's ability to respond immediately to new stream requests with near-instant startup time.
Source§impl LocationState
impl LocationState
Sourcepub fn builder() -> LocationStateBuilder
pub fn builder() -> LocationStateBuilder
Creates a new builder-style object to manufacture LocationState.
Trait Implementations§
Source§impl Clone for LocationState
impl Clone for LocationState
Source§fn clone(&self) -> LocationState
fn clone(&self) -> LocationState
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for LocationState
impl Debug for LocationState
Source§impl PartialEq for LocationState
impl PartialEq for LocationState
impl StructuralPartialEq for LocationState
Auto Trait Implementations§
impl Freeze for LocationState
impl RefUnwindSafe for LocationState
impl Send for LocationState
impl Sync for LocationState
impl Unpin for LocationState
impl UnwindSafe for LocationState
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