Struct rusoto_gamelift::PlayerSession [−][src]
pub struct PlayerSession { pub creation_time: Option<f64>, pub fleet_id: Option<String>, pub game_session_id: Option<String>, pub ip_address: Option<String>, pub player_data: Option<String>, pub player_id: Option<String>, pub player_session_id: Option<String>, pub port: Option<i64>, pub status: Option<String>, pub termination_time: Option<f64>, }
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED
) or actual player activity in a game session (status 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.
When a player disconnects, the player session status changes to COMPLETED
. Once the session ends, the player session object is retained for 30 days and then removed.
Player-session-related operations include:
Fields
creation_time: Option<f64>
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
fleet_id: Option<String>
Unique identifier for a fleet that the player's game session is running on.
game_session_id: Option<String>
Unique identifier for the game session that the player session is connected to.
ip_address: Option<String>
IP address of the game session. To connect to a Amazon GameLift game server, 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.
player_id: Option<String>
Unique identifier for a player that is associated with this player session.
player_session_id: Option<String>
Unique identifier for a player session.
port: Option<i64>
Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.
status: Option<String>
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).
termination_time: Option<f64>
Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
Trait Implementations
impl Default for PlayerSession
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impl Default for PlayerSession
fn default() -> PlayerSession
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fn default() -> PlayerSession
Returns the "default value" for a type. Read more
impl Debug for PlayerSession
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impl Debug for PlayerSession
fn fmt(&self, f: &mut Formatter) -> Result
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fn fmt(&self, f: &mut Formatter) -> Result
Formats the value using the given formatter. Read more
impl Clone for PlayerSession
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impl Clone for PlayerSession
fn clone(&self) -> PlayerSession
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fn clone(&self) -> PlayerSession
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
impl PartialEq for PlayerSession
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impl PartialEq for PlayerSession
fn eq(&self, other: &PlayerSession) -> bool
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fn eq(&self, other: &PlayerSession) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &PlayerSession) -> bool
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fn ne(&self, other: &PlayerSession) -> bool
This method tests for !=
.
Auto Trait Implementations
impl Send for PlayerSession
impl Send for PlayerSession
impl Sync for PlayerSession
impl Sync for PlayerSession