Struct rusoto_gamelift::GameServer
source · [−]pub struct GameServer {
pub claim_status: Option<String>,
pub connection_info: Option<String>,
pub game_server_data: Option<String>,
pub game_server_group_arn: Option<String>,
pub game_server_group_name: Option<String>,
pub game_server_id: Option<String>,
pub instance_id: Option<String>,
pub last_claim_time: Option<f64>,
pub last_health_check_time: Option<f64>,
pub registration_time: Option<f64>,
pub utilization_status: Option<String>,
}
Expand description
This data type is used with the GameLift FleetIQ and game server groups.
Properties describing a game server that is running on an instance in a GameServerGroup.
A game server is created by a successful call to RegisterGameServer
and deleted by calling DeregisterGameServer
. A game server is claimed to host a game session by calling ClaimGameServer
.
Related actions
RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task
Fields
claim_status: Option<String>
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
connection_info: Option<String>
The port and IP address that must be used to establish a client connection to the game server.
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 game servers using ListGameServers or ClaimGameServer.
game_server_group_arn: Option<String>
The ARN identifier for the game server group where the game server is located.
game_server_group_name: Option<String>
A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.
game_server_id: Option<String>
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an AWS account.
instance_id: Option<String>
The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
last_claim_time: Option<f64>
Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game server's status should revert to null.
last_health_check_time: Option<f64>
Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server registration, this property is only changed when a game server update specifies a health check value.
registration_time: Option<f64>
Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
utilization_status: Option<String>
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
-
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity. -
UTILIZED
- The game server is currently hosting a game session with players.
Trait Implementations
sourceimpl Clone for GameServer
impl Clone for GameServer
sourcefn clone(&self) -> GameServer
fn clone(&self) -> GameServer
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 GameServer
impl Debug for GameServer
sourceimpl Default for GameServer
impl Default for GameServer
sourcefn default() -> GameServer
fn default() -> GameServer
Returns the “default value” for a type. Read more
sourceimpl<'de> Deserialize<'de> for GameServer
impl<'de> Deserialize<'de> for GameServer
sourcefn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
sourceimpl PartialEq<GameServer> for GameServer
impl PartialEq<GameServer> for GameServer
sourcefn eq(&self, other: &GameServer) -> bool
fn eq(&self, other: &GameServer) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &GameServer) -> bool
fn ne(&self, other: &GameServer) -> bool
This method tests for !=
.
impl StructuralPartialEq for GameServer
Auto Trait Implementations
impl RefUnwindSafe for GameServer
impl Send for GameServer
impl Sync for GameServer
impl Unpin for GameServer
impl UnwindSafe for GameServer
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