Struct aws_sdk_gamelift::model::GameSession[][src]

#[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
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_session_id: Option<String>

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:::gamesession//.

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. 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:

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.

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 AWS Region code such as us-west-2.

Implementations

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:::gamesession//.

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

A unique identifier for the fleet that the game session is running on.

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Number of players currently in the game session.

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

Current status of the game session. A game session must have an ACTIVE status to have player sessions.

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.

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. You can search for active game sessions based on this custom data with SearchGameSessions.

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Indicates whether or not the game session is accepting new players.

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.

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.

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).

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 AWS Region code such as us-west-2.

Creates a new builder-style object to manufacture GameSession

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