Struct rusoto_gamelift::Player[][src]

pub struct Player {
    pub latency_in_ms: Option<HashMap<String, i64>>,
    pub player_attributes: Option<HashMap<String, AttributeValue>>,
    pub player_id: Option<String>,
    pub team: Option<String>,
}

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

Fields

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

Collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Unique identifier for a player

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Trait Implementations

impl Default for Player
[src]

Returns the "default value" for a type. Read more

impl Debug for Player
[src]

Formats the value using the given formatter. Read more

impl Clone for Player
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl PartialEq for Player
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This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

impl Send for Player

impl Sync for Player