[−][src]Struct rusoto_gamelift::RegisterGameServerInput
Fields
connection_info: Option<String>
Information needed to make inbound client connections to the game server. This might include IP address and port, DNS name, etc.
custom_sort_key: Option<String>
A game server tag that can be used to request sorted lists of game servers using ListGameServers. Custom sort keys are developer-defined based on how you want to organize the retrieved game server information.
game_server_data: Option<String>
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on a game servers using ListGameServers or ClaimGameServer.
game_server_group_name: String
An identifier for the game server group where the game server is running. You can use either the GameServerGroup name or ARN value.
game_server_id: String
A custom string that uniquely identifies the new game server. Game server IDs are developer-defined and must be unique across all game server groups in your AWS account.
instance_id: String
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata.
A list of labels to assign to the new game server resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Trait Implementations
impl Clone for RegisterGameServerInput
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pub fn clone(&self) -> RegisterGameServerInput
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for RegisterGameServerInput
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impl Default for RegisterGameServerInput
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pub fn default() -> RegisterGameServerInput
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impl PartialEq<RegisterGameServerInput> for RegisterGameServerInput
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pub fn eq(&self, other: &RegisterGameServerInput) -> bool
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pub fn ne(&self, other: &RegisterGameServerInput) -> bool
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impl Serialize for RegisterGameServerInput
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pub fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error> where
__S: Serializer,
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__S: Serializer,
impl StructuralPartialEq for RegisterGameServerInput
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Auto Trait Implementations
impl RefUnwindSafe for RegisterGameServerInput
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impl Send for RegisterGameServerInput
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impl Sync for RegisterGameServerInput
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impl Unpin for RegisterGameServerInput
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impl UnwindSafe for RegisterGameServerInput
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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> 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>,