Struct aws_sdk_gamelift::model::GameSessionPlacement[][src]

#[non_exhaustive]
pub struct GameSessionPlacement {
Show 18 fields pub placement_id: Option<String>, pub game_session_queue_name: Option<String>, pub status: Option<GameSessionPlacementState>, pub game_properties: Option<Vec<GameProperty>>, pub maximum_player_session_count: Option<i32>, pub game_session_name: Option<String>, pub game_session_id: Option<String>, pub game_session_arn: Option<String>, pub game_session_region: Option<String>, pub player_latencies: Option<Vec<PlayerLatency>>, pub start_time: Option<DateTime>, pub end_time: Option<DateTime>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub port: Option<i32>, pub placed_player_sessions: Option<Vec<PlacedPlayerSession>>, pub game_session_data: Option<String>, pub matchmaker_data: Option<String>,
}
Expand description

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

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 for a game session placement.

game_session_queue_name: Option<String>

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

status: Option<GameSessionPlacementState>

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.

  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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.

game_session_id: Option<String>

A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

game_session_arn: Option<String>

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

game_session_region: Option<String>

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

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.

start_time: Option<DateTime>

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

end_time: Option<DateTime>

Time stamp indicating when this request was completed, canceled, or timed out.

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. This value is set once the new game session is placed (placement status is FULFILLED).

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. This value is set once the new game session is placed (placement status is FULFILLED).

placed_player_sessions: Option<Vec<PlacedPlayerSession>>

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

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 on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Implementations

A unique identifier for a game session placement.

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.

  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

  • FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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 unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Time stamp indicating when this request was completed, canceled, or timed out.

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

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. This value is set once the new game session is placed (placement status is FULFILLED).

A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

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).

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Creates a new builder-style object to manufacture GameSessionPlacement

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