Struct aws_sdk_gamelift::types::GameSessionQueue

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#[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.

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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.
§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: ::gamesessionqueue/ . 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§

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impl GameSessionQueue

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

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

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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: ::gamesessionqueue/ . In a Amazon GameLift game session queue ARN, the resource ID matches the Name value.

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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.

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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().

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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().

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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.

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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.

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

Information that is added to all events that are related to this game session queue.

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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.

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impl GameSessionQueue

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pub fn builder() -> GameSessionQueueBuilder

Creates a new builder-style object to manufacture GameSessionQueue.

Trait Implementations§

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impl Clone for GameSessionQueue

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fn clone(&self) -> GameSessionQueue

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 GameSessionQueue

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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 GameSessionQueue

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fn eq(&self, other: &GameSessionQueue) -> 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 GameSessionQueue

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