Struct rusoto_gamelift::CreateGameSessionInput
source · [−]pub struct CreateGameSessionInput {
pub alias_id: Option<String>,
pub creator_id: Option<String>,
pub fleet_id: Option<String>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_data: Option<String>,
pub game_session_id: Option<String>,
pub idempotency_token: Option<String>,
pub location: Option<String>,
pub maximum_player_session_count: i64,
pub name: Option<String>,
}
Expand description
Represents the input for a request operation.
Fields
alias_id: Option<String>
A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
creator_id: Option<String>
A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.
fleet_id: Option<String>
A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
game_properties: Option<Vec<GameProperty>>
A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.
game_session_data: Option<String>
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
game_session_id: Option<String>
This parameter is no longer preferred. Please use IdempotencyToken
instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
idempotency_token: Option<String>
Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession
object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.
location: Option<String>
A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an AWS Region code such as us-west-2
.
maximum_player_session_count: i64
The maximum number of players that can be connected simultaneously to the game session.
name: Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
Trait Implementations
sourceimpl Clone for CreateGameSessionInput
impl Clone for CreateGameSessionInput
sourcefn clone(&self) -> CreateGameSessionInput
fn clone(&self) -> CreateGameSessionInput
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for CreateGameSessionInput
impl Debug for CreateGameSessionInput
sourceimpl Default for CreateGameSessionInput
impl Default for CreateGameSessionInput
sourcefn default() -> CreateGameSessionInput
fn default() -> CreateGameSessionInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<CreateGameSessionInput> for CreateGameSessionInput
impl PartialEq<CreateGameSessionInput> for CreateGameSessionInput
sourcefn eq(&self, other: &CreateGameSessionInput) -> bool
fn eq(&self, other: &CreateGameSessionInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &CreateGameSessionInput) -> bool
fn ne(&self, other: &CreateGameSessionInput) -> bool
This method tests for !=
.
sourceimpl Serialize for CreateGameSessionInput
impl Serialize for CreateGameSessionInput
impl StructuralPartialEq for CreateGameSessionInput
Auto Trait Implementations
impl RefUnwindSafe for CreateGameSessionInput
impl Send for CreateGameSessionInput
impl Sync for CreateGameSessionInput
impl Unpin for CreateGameSessionInput
impl UnwindSafe for CreateGameSessionInput
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more