Struct aws_sdk_gamelift::types::PlayerSession

source ·
#[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

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 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>

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. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

Implementations§

source§

impl PlayerSession

source

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

A unique identifier for a player session.

source

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

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

source

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

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

source

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

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

source

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

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

source

pub fn creation_time(&self) -> 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").

source

pub fn termination_time(&self) -> 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").

source

pub fn status(&self) -> 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).

source

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.

source

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.

source

pub fn port(&self) -> 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.

source

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

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

source§

impl PlayerSession

source

pub fn builder() -> PlayerSessionBuilder

Creates a new builder-style object to manufacture PlayerSession.

Trait Implementations§

source§

impl Clone for PlayerSession

source§

fn clone(&self) -> PlayerSession

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for PlayerSession

source§

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

Formats the value using the given formatter. Read more
source§

impl PartialEq for PlayerSession

source§

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

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

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.
source§

impl StructuralPartialEq for PlayerSession

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T> Instrument for T

source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts 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 more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts 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
source§

impl<Unshared, Shared> IntoShared<Shared> for Unshared
where Shared: FromUnshared<Unshared>,

source§

fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
source§

impl<T> Same for T

§

type Output = T

Should always be Self
source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> WithSubscriber for T

source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more