Struct aws_sdk_gamelift::input::StartGameSessionPlacementInput[][src]

#[non_exhaustive]
pub struct StartGameSessionPlacementInput { pub placement_id: Option<String>, pub game_session_queue_name: Option<String>, pub game_properties: Option<Vec<GameProperty>>, pub maximum_player_session_count: Option<i32>, pub game_session_name: Option<String>, pub player_latencies: Option<Vec<PlayerLatency>>, pub desired_player_sessions: Option<Vec<DesiredPlayerSession>>, pub game_session_data: Option<String>, }
Expand description

Represents the input for a request operation.

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 to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

game_session_queue_name: Option<String>

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

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).

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.

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 AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

desired_player_sessions: Option<Vec<DesiredPlayerSession>>

Set of information on each player to create a player session for.

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).

Implementations

Consumes the builder and constructs an Operation<StartGameSessionPlacement>

Creates a new builder-style object to manufacture StartGameSessionPlacementInput

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

Name of the queue to use to place the new game session. You can use either the queue name or ARN value.

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).

The maximum number of players that can be connected simultaneously to the game session.

A descriptive label that is associated with a game session. Session names do not need to be unique.

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

Set of information on each player to create a player session for.

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).

Trait Implementations

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