#[non_exhaustive]
pub struct GameSessionConnectionInfo { pub game_session_arn: Option<String>, pub ip_address: Option<String>, pub dns_name: Option<String>, pub port: Option<i32>, pub matched_player_sessions: Option<Vec<MatchedPlayerSession>>, }
Expand description

Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.

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_arn: Option<String>

A unique identifier for the game session. Use the game session ID.

§ip_address: Option<String>

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

§matched_player_sessions: Option<Vec<MatchedPlayerSession>>

A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

Implementations§

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impl GameSessionConnectionInfo

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pub fn game_session_arn(&self) -> Option<&str>

A unique identifier for the game session. Use the game session ID.

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pub fn ip_address(&self) -> Option<&str>

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

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pub fn dns_name(&self) -> Option<&str>

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.

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pub fn port(&self) -> Option<i32>

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

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pub fn matched_player_sessions(&self) -> &[MatchedPlayerSession]

A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .matched_player_sessions.is_none().

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impl GameSessionConnectionInfo

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pub fn builder() -> GameSessionConnectionInfoBuilder

Creates a new builder-style object to manufacture GameSessionConnectionInfo.

Trait Implementations§

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impl Clone for GameSessionConnectionInfo

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fn clone(&self) -> GameSessionConnectionInfo

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameSessionConnectionInfo

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for GameSessionConnectionInfo

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fn eq(&self, other: &GameSessionConnectionInfo) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for GameSessionConnectionInfo

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where T: ?Sized,

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fn into_shared(self) -> Shared

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