Struct aws_sdk_gamelift::model::GameServer[][src]

#[non_exhaustive]
pub struct GameServer { pub game_server_group_name: Option<String>, pub game_server_group_arn: Option<String>, pub game_server_id: Option<String>, pub instance_id: Option<String>, pub connection_info: Option<String>, pub game_server_data: Option<String>, pub claim_status: Option<GameServerClaimStatus>, pub utilization_status: Option<GameServerUtilizationStatus>, pub registration_time: Option<DateTime>, pub last_claim_time: Option<DateTime>, pub last_health_check_time: Option<DateTime>, }
Expand description

This data type is used with the GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

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.
game_server_group_name: Option<String>

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

game_server_group_arn: Option<String>

The ARN identifier for the game server group where the game server is located.

game_server_id: Option<String>

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

instance_id: Option<String>

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

connection_info: Option<String>

The port and IP address that must be used to establish a client connection to the game server.

game_server_data: Option<String>

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

claim_status: Option<GameServerClaimStatus>

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

utilization_status: Option<GameServerUtilizationStatus>

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

registration_time: Option<DateTime>

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

last_claim_time: Option<DateTime>

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

last_health_check_time: Option<DateTime>

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Implementations

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

The ARN identifier for the game server group where the game server is located.

A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.

The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

The port and IP address that must be used to establish a client connection to the game server.

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers using ListGameServers or ClaimGameServer.

Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.

  • UTILIZED - The game server is currently hosting a game session with players.

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

Creates a new builder-style object to manufacture GameServer

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more

Instruments this type with the current Span, returning an Instrumented wrapper. Read more

Performs the conversion.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

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