Struct aws_sdk_gamelift::model::PlayerSession[][src]

#[non_exhaustive]
pub struct PlayerSession { pub player_session_id: Option<String>, pub player_id: Option<String>, pub game_session_id: Option<String>, pub fleet_id: Option<String>, pub fleet_arn: Option<String>, pub creation_time: Option<DateTime>, pub termination_time: Option<DateTime>, pub status: Option<PlayerSessionStatus>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub port: Option<i32>, pub player_data: Option<String>, }
Expand description

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | 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.
player_session_id: Option<String>

A unique identifier for a player session.

player_id: Option<String>

A unique identifier for a player that is associated with this player session.

game_session_id: Option<String>

A unique identifier for the game session that the player session is connected to.

fleet_id: Option<String>

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

fleet_arn: Option<String>

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's 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").

status: Option<PlayerSessionStatus>

Current status of the player session.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.

  • ACTIVE -- The player has been validated by the server process and is currently connected.

  • COMPLETED -- The player connection has been dropped.

  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

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>

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

player_data: Option<String>

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

Implementations

A unique identifier for a player session.

A unique identifier for a player that is associated with this player session.

A unique identifier for the game session that the player session is connected to.

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

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's 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").

Current status of the player session.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.

  • ACTIVE -- The player has been validated by the server process and is currently connected.

  • COMPLETED -- The player connection has been dropped.

  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

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.

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

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

Creates a new builder-style object to manufacture PlayerSession

Trait Implementations

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This method tests for !=.

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