Struct aws_sdk_gamelift::model::GameSession
source · [−]#[non_exhaustive]pub struct GameSession {Show 19 fields
pub game_session_id: Option<String>,
pub name: Option<String>,
pub fleet_id: Option<String>,
pub fleet_arn: Option<String>,
pub creation_time: Option<DateTime>,
pub termination_time: Option<DateTime>,
pub current_player_session_count: Option<i32>,
pub maximum_player_session_count: Option<i32>,
pub status: Option<GameSessionStatus>,
pub status_reason: Option<GameSessionStatusReason>,
pub game_properties: Option<Vec<GameProperty>>,
pub ip_address: Option<String>,
pub dns_name: Option<String>,
pub port: Option<i32>,
pub player_session_creation_policy: Option<PlayerSessionCreationPolicy>,
pub creator_id: Option<String>,
pub game_session_data: Option<String>,
pub matchmaker_data: Option<String>,
pub location: Option<String>,
}
Expand description
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
Related actions
CreateGameSession
| DescribeGameSessions
| DescribeGameSessionDetails
| SearchGameSessions
| UpdateGameSession
| GetGameSessionLogUrl
| StartGameSessionPlacement
| DescribeGameSessionPlacement
| StopGameSessionPlacement
| All APIs by task
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.game_session_id: Option<String>
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
name: Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
fleet_id: Option<String>
A unique identifier for the fleet that the game session is running on.
fleet_arn: Option<String>
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
creation_time: Option<DateTime>
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
termination_time: Option<DateTime>
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
current_player_session_count: Option<i32>
Number of players currently in the game session.
maximum_player_session_count: Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
status: Option<GameSessionStatus>
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
status_reason: Option<GameSessionStatusReason>
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
game_properties: Option<Vec<GameProperty>>
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions
.
ip_address: Option<String>
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
dns_name: Option<String>
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
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 GameLift game server, an app needs both the IP address and port number.
player_session_creation_policy: Option<PlayerSessionCreationPolicy>
Indicates whether or not the game session is accepting new players.
creator_id: Option<String>
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
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 in the GameSession
object with a request to start a new game session (see Start a Game Session).
matchmaker_data: Option<String>
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
location: Option<String>
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2
.
Implementations
sourceimpl GameSession
impl GameSession
sourcepub fn game_session_id(&self) -> Option<&str>
pub fn game_session_id(&self) -> Option<&str>
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:
.
sourcepub fn name(&self) -> Option<&str>
pub fn name(&self) -> Option<&str>
A descriptive label that is associated with a game session. Session names do not need to be unique.
sourcepub fn fleet_id(&self) -> Option<&str>
pub fn fleet_id(&self) -> Option<&str>
A unique identifier for the fleet that the game session is running on.
sourcepub fn fleet_arn(&self) -> Option<&str>
pub fn fleet_arn(&self) -> Option<&str>
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
sourcepub fn creation_time(&self) -> Option<&DateTime>
pub fn creation_time(&self) -> Option<&DateTime>
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn termination_time(&self) -> Option<&DateTime>
pub fn termination_time(&self) -> Option<&DateTime>
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
sourcepub fn current_player_session_count(&self) -> Option<i32>
pub fn current_player_session_count(&self) -> Option<i32>
Number of players currently in the game session.
sourcepub fn maximum_player_session_count(&self) -> Option<i32>
pub fn maximum_player_session_count(&self) -> Option<i32>
The maximum number of players that can be connected simultaneously to the game session.
sourcepub fn status(&self) -> Option<&GameSessionStatus>
pub fn status(&self) -> Option<&GameSessionStatus>
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
sourcepub fn status_reason(&self) -> Option<&GameSessionStatusReason>
pub fn status_reason(&self) -> Option<&GameSessionStatusReason>
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
sourcepub fn game_properties(&self) -> Option<&[GameProperty]>
pub fn game_properties(&self) -> Option<&[GameProperty]>
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession
object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions
.
sourcepub fn ip_address(&self) -> Option<&str>
pub fn ip_address(&self) -> Option<&str>
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn dns_name(&self) -> Option<&str>
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:
-
TLS-enabled fleets:
. .amazongamelift.com -
Non-TLS-enabled fleets:
ec2-
. (See Amazon EC2 Instance IP Addressing.).compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
sourcepub fn port(&self) -> Option<i32>
pub fn port(&self) -> Option<i32>
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
sourcepub fn player_session_creation_policy(
&self
) -> Option<&PlayerSessionCreationPolicy>
pub fn player_session_creation_policy(
&self
) -> Option<&PlayerSessionCreationPolicy>
Indicates whether or not the game session is accepting new players.
sourcepub fn creator_id(&self) -> Option<&str>
pub fn creator_id(&self) -> Option<&str>
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
sourcepub fn game_session_data(&self) -> Option<&str>
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 in the GameSession
object with a request to start a new game session (see Start a Game Session).
sourcepub fn matchmaker_data(&self) -> Option<&str>
pub fn matchmaker_data(&self) -> Option<&str>
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
sourceimpl GameSession
impl GameSession
sourcepub fn builder() -> Builder
pub fn builder() -> Builder
Creates a new builder-style object to manufacture GameSession
Trait Implementations
sourceimpl Clone for GameSession
impl Clone for GameSession
sourcefn clone(&self) -> GameSession
fn clone(&self) -> GameSession
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for GameSession
impl Debug for GameSession
sourceimpl PartialEq<GameSession> for GameSession
impl PartialEq<GameSession> for GameSession
sourcefn eq(&self, other: &GameSession) -> bool
fn eq(&self, other: &GameSession) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &GameSession) -> bool
fn ne(&self, other: &GameSession) -> bool
This method tests for !=
.
impl StructuralPartialEq for GameSession
Auto Trait Implementations
impl RefUnwindSafe for GameSession
impl Send for GameSession
impl Sync for GameSession
impl Unpin for GameSession
impl UnwindSafe for GameSession
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more