Struct aws_sdk_gamelift::model::Player[][src]

#[non_exhaustive]
pub struct Player { pub player_id: Option<String>, pub player_attributes: Option<HashMap<String, AttributeValue>>, pub team: Option<String>, pub latency_in_ms: Option<HashMap<String, i32>>, }
Expand description

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

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.
player_id: Option<String>

A unique identifier for a player

player_attributes: Option<HashMap<String, AttributeValue>>

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

team: Option<String>

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

latency_in_ms: Option<HashMap<String, i32>>

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

Implementations

A unique identifier for a player

A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

Creates a new builder-style object to manufacture Player

Trait Implementations

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