[][src]Struct rusoto_gamelift::Player

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 PartialEq<Player> 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 !=.

impl Default for Player
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Returns the "default value" for a type. Read more

impl Clone for Player
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Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for Player
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Formats the value using the given formatter. Read more

impl<'de> Deserialize<'de> for Player
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Deserialize this value from the given Serde deserializer. Read more

impl Serialize for Player
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Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

impl Send for Player

impl Sync for Player

Blanket Implementations

impl<T> ToOwned for T where
    T: Clone
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Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

recently added

Uses borrowed data to replace owned data, usually by cloning. Read more

impl<T, U> Into for T where
    U: From<T>, 
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Performs the conversion.

impl<T> From for T
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Performs the conversion.

impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

🔬 This is a nightly-only experimental API. (try_from)

Performs the conversion.

impl<T> Borrow for T where
    T: ?Sized
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Immutably borrows from an owned value. Read more

impl<T> BorrowMut for T where
    T: ?Sized
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Mutably borrows from an owned value. Read more

impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

🔬 This is a nightly-only experimental API. (try_from)

Performs the conversion.

impl<T> Any for T where
    T: 'static + ?Sized
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🔬 This is a nightly-only experimental API. (get_type_id)

this method will likely be replaced by an associated static

Gets the TypeId of self. Read more

impl<T> DeserializeOwned for T where
    T: Deserialize<'de>, 
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impl<T> Same for T

Should always be Self

impl<T> Erased for T