Struct aws_sdk_gamelift::types::GameSessionQueue
source · #[non_exhaustive]pub struct GameSessionQueue {
pub name: Option<String>,
pub game_session_queue_arn: Option<String>,
pub timeout_in_seconds: Option<i32>,
pub player_latency_policies: Option<Vec<PlayerLatencyPolicy>>,
pub destinations: Option<Vec<GameSessionQueueDestination>>,
pub filter_configuration: Option<FilterConfiguration>,
pub priority_configuration: Option<PriorityConfiguration>,
pub custom_event_data: Option<String>,
pub notification_target: Option<String>,
}
Expand description
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.name: Option<String>
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
game_session_queue_arn: Option<String>
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. In a Amazon GameLift game session queue ARN, the resource ID matches the Name value.
timeout_in_seconds: Option<i32>
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status. By default, this property is set to 600
.
player_latency_policies: Option<Vec<PlayerLatencyPolicy>>
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
destinations: Option<Vec<GameSessionQueueDestination>>
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
filter_configuration: Option<FilterConfiguration>
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
priority_configuration: Option<PriorityConfiguration>
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
custom_event_data: Option<String>
Information that is added to all events that are related to this game session queue.
notification_target: Option<String>
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
Implementations§
source§impl GameSessionQueue
impl GameSessionQueue
sourcepub fn name(&self) -> Option<&str>
pub fn name(&self) -> Option<&str>
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
sourcepub fn game_session_queue_arn(&self) -> Option<&str>
pub fn game_session_queue_arn(&self) -> Option<&str>
The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:
. In a Amazon GameLift game session queue ARN, the resource ID matches the Name value.
sourcepub fn timeout_in_seconds(&self) -> Option<i32>
pub fn timeout_in_seconds(&self) -> Option<i32>
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status. By default, this property is set to 600
.
sourcepub fn player_latency_policies(&self) -> &[PlayerLatencyPolicy]
pub fn player_latency_policies(&self) -> &[PlayerLatencyPolicy]
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .player_latency_policies.is_none()
.
sourcepub fn destinations(&self) -> &[GameSessionQueueDestination]
pub fn destinations(&self) -> &[GameSessionQueueDestination]
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use .destinations.is_none()
.
sourcepub fn filter_configuration(&self) -> Option<&FilterConfiguration>
pub fn filter_configuration(&self) -> Option<&FilterConfiguration>
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
sourcepub fn priority_configuration(&self) -> Option<&PriorityConfiguration>
pub fn priority_configuration(&self) -> Option<&PriorityConfiguration>
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
sourcepub fn custom_event_data(&self) -> Option<&str>
pub fn custom_event_data(&self) -> Option<&str>
Information that is added to all events that are related to this game session queue.
sourcepub fn notification_target(&self) -> Option<&str>
pub fn notification_target(&self) -> Option<&str>
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
source§impl GameSessionQueue
impl GameSessionQueue
sourcepub fn builder() -> GameSessionQueueBuilder
pub fn builder() -> GameSessionQueueBuilder
Creates a new builder-style object to manufacture GameSessionQueue
.
Trait Implementations§
source§impl Clone for GameSessionQueue
impl Clone for GameSessionQueue
source§fn clone(&self) -> GameSessionQueue
fn clone(&self) -> GameSessionQueue
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for GameSessionQueue
impl Debug for GameSessionQueue
source§impl PartialEq for GameSessionQueue
impl PartialEq for GameSessionQueue
source§fn eq(&self, other: &GameSessionQueue) -> bool
fn eq(&self, other: &GameSessionQueue) -> bool
self
and other
values to be equal, and is used
by ==
.impl StructuralPartialEq for GameSessionQueue
Auto Trait Implementations§
impl Freeze for GameSessionQueue
impl RefUnwindSafe for GameSessionQueue
impl Send for GameSessionQueue
impl Sync for GameSessionQueue
impl Unpin for GameSessionQueue
impl UnwindSafe for GameSessionQueue
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more