Struct aws_sdk_gamelift::input::StartMatchmakingInput [−][src]
#[non_exhaustive]pub struct StartMatchmakingInput {
pub ticket_id: Option<String>,
pub configuration_name: Option<String>,
pub players: Option<Vec<Player>>,
}
Expand description
Represents the input for a request operation.
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.ticket_id: Option<String>
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
configuration_name: Option<String>
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
players: Option<Vec<Player>>
Information on each player to be matched. This information must include a player
ID, and may contain player attributes and latency data to be used in the matchmaking
process. After a successful match, Player
objects contain the name of the
team the player is assigned to.
Implementations
pub async fn make_operation(
&self,
_config: &Config
) -> Result<Operation<StartMatchmaking, AwsErrorRetryPolicy>, BuildError>
pub async fn make_operation(
&self,
_config: &Config
) -> Result<Operation<StartMatchmaking, AwsErrorRetryPolicy>, BuildError>
Consumes the builder and constructs an Operation<StartMatchmaking
>
Creates a new builder-style object to manufacture StartMatchmakingInput
A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
Information on each player to be matched. This information must include a player
ID, and may contain player attributes and latency data to be used in the matchmaking
process. After a successful match, Player
objects contain the name of the
team the player is assigned to.
Trait Implementations
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
This method tests for !=
.
Auto Trait Implementations
impl RefUnwindSafe for StartMatchmakingInput
impl Send for StartMatchmakingInput
impl Sync for StartMatchmakingInput
impl Unpin for StartMatchmakingInput
impl UnwindSafe for StartMatchmakingInput
Blanket Implementations
Mutably borrows from an owned value. Read more
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more