[−][src]Struct rusoto_gamelift::GameSessionConnectionInfo
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
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pub fn clone(&self) -> GameSessionConnectionInfo
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for GameSessionConnectionInfo
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impl Default for GameSessionConnectionInfo
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pub fn default() -> GameSessionConnectionInfo
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impl<'de> Deserialize<'de> for GameSessionConnectionInfo
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pub fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl PartialEq<GameSessionConnectionInfo> for GameSessionConnectionInfo
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pub fn eq(&self, other: &GameSessionConnectionInfo) -> bool
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pub fn ne(&self, other: &GameSessionConnectionInfo) -> bool
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impl StructuralPartialEq for GameSessionConnectionInfo
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Auto Trait Implementations
impl RefUnwindSafe for GameSessionConnectionInfo
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impl Send for GameSessionConnectionInfo
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impl Sync for GameSessionConnectionInfo
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impl Unpin for GameSessionConnectionInfo
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impl UnwindSafe for GameSessionConnectionInfo
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,