[−][src]Struct rusoto_gamelift::PlayerSession
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.
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").
dns_name: Option<String>
DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. -
Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
fleet_arn: Option<String>
The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
fleet_id: Option<String>
A unique identifier for a fleet that the player's game session is running on.
game_session_id: Option<String>
A unique identifier for the game session that the player session is connected to.
ip_address: Option<String>
IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) 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>
A unique identifier for a player that is associated with this player session.
player_session_id: Option<String>
A 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 Clone for PlayerSession
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pub fn clone(&self) -> PlayerSession
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for PlayerSession
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impl Default for PlayerSession
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pub fn default() -> PlayerSession
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impl<'de> Deserialize<'de> for PlayerSession
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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<PlayerSession> for PlayerSession
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pub fn eq(&self, other: &PlayerSession) -> bool
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pub fn ne(&self, other: &PlayerSession) -> bool
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impl StructuralPartialEq for PlayerSession
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Auto Trait Implementations
impl RefUnwindSafe for PlayerSession
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impl Send for PlayerSession
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impl Sync for PlayerSession
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impl Unpin for PlayerSession
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impl UnwindSafe for PlayerSession
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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>,