Struct LocationState

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#[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
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.
§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. The StatusReason field describes the error. You can remove this location and try to add it again.

  • REMOVING: Amazon GameLift Streams is working to remove this location. It releases 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.

§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).

§requested_capacity: Option<i32>

This value is the total number of compute resources that you request for a stream group. This includes resources that Amazon GameLift Streams has either already provisioned or is working to provision. You request capacity for each location in a stream group.

§allocated_capacity: Option<i32>

This value is the number of compute resources that a stream group has provisioned and is ready to stream. It includes resources that are currently streaming and resources that are idle and ready to respond to stream requests.

§idle_capacity: Option<i32>

This value is the amount of allocated capacity that is not currently streaming. It represents the stream group's availability to respond to new stream requests, but not including on-demand capacity.

Implementations§

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impl LocationState

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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.

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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. The StatusReason field describes the error. You can remove this location and try to add it again.

  • REMOVING: Amazon GameLift Streams is working to remove this location. It releases all provisioned capacity for this location in this stream group.

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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.

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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).

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

This value is the total number of compute resources that you request for a stream group. This includes resources that Amazon GameLift Streams has either already provisioned or is working to provision. You request capacity for each location in a stream group.

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

This value is the number of compute resources that a stream group has provisioned and is ready to stream. It includes resources that are currently streaming and resources that are idle and ready to respond to stream requests.

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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 availability to respond to new stream requests, but not including on-demand capacity.

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impl LocationState

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pub fn builder() -> LocationStateBuilder

Creates a new builder-style object to manufacture LocationState.

Trait Implementations§

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impl Clone for LocationState

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fn clone(&self) -> LocationState

Returns a duplicate of the value. Read more
1.0.0 · Source§

const fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for LocationState

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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 LocationState

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fn eq(&self, other: &LocationState) -> bool

Tests for self and other values to be equal, and is used by ==.
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const 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 LocationState

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