[][src]Struct rusoto_gamelift::GameSessionConnectionInfo

pub struct GameSessionConnectionInfo {
    pub dns_name: Option<String>,
    pub game_session_arn: Option<String>,
    pub ip_address: Option<String>,
    pub matched_player_sessions: Option<Vec<MatchedPlayerSession>>,
    pub port: Option<i64>,
}

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and 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 MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

Fields

dns_name: Option<String>

DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.

  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

game_session_arn: Option<String>

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

ip_address: Option<String>

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) 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.

port: Option<i64>

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

Trait Implementations

impl Clone for GameSessionConnectionInfo[src]

impl Debug for GameSessionConnectionInfo[src]

impl Default for GameSessionConnectionInfo[src]

impl<'de> Deserialize<'de> for GameSessionConnectionInfo[src]

impl PartialEq<GameSessionConnectionInfo> for GameSessionConnectionInfo[src]

impl StructuralPartialEq for GameSessionConnectionInfo[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T> Instrument for T[src]

impl<T> Instrument for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.