[−][src]Struct rusoto_gamelift::GameServer
This data type is part of Amazon GameLift FleetIQ with game server groups, which is in preview release and is subject to change.
Properties describing a game server resource.
A game server resource is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer.
Fields
claim_status: Option<String>
Indicates when an available game server has been reserved but has not yet started hosting a game. Once it is claimed, game server remains in CLAIMED status for a maximum of one minute. During this time, game clients must connect to the game server and start the game, which triggers 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.
custom_sort_key: Option<String>
A game server tag that can be used to request sorted lists of game servers when calling ListGameServers. Custom sort keys are developer-defined. This property can be updated using UpdateGameServer.
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 in response to requests ListGameServers or ClaimGameServer. This property can be updated using UpdateGameServer.
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>
The name identifier for the game server group where the game server is located.
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 located.
last_claim_time: Option<f64>
Time stamp indicating the last time the game server was claimed with a ClaimGameServer request. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when the game server's claim status.
last_health_check_time: Option<f64>
Time stamp indicating the last time the game server was updated with health status using an UpdateGameServer request. 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>
Time stamp indicating when the game server resource was created with a RegisterGameServer request. 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:
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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.
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IN_USE - The game server is currently hosting a game session with players.
Trait Implementations
impl Clone for GameServer
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pub fn clone(&self) -> GameServer
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for GameServer
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impl Default for GameServer
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pub fn default() -> GameServer
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impl<'de> Deserialize<'de> for GameServer
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pub fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl PartialEq<GameServer> for GameServer
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pub fn eq(&self, other: &GameServer) -> bool
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pub fn ne(&self, other: &GameServer) -> bool
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impl StructuralPartialEq for GameServer
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Auto Trait Implementations
impl RefUnwindSafe for GameServer
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impl Send for GameServer
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impl Sync for GameServer
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impl Unpin for GameServer
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impl UnwindSafe for GameServer
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,