[−][src]Struct rusoto_gamelift::UpdateGameSessionQueueInput
Represents the input for a request action.
Fields
destinations: Option<Vec<GameSessionQueueDestination>>
A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.
name: String
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
player_latency_policies: Option<Vec<PlayerLatencyPolicy>>
A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.
timeout_in_seconds: Option<i64>
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Trait Implementations
impl Clone for UpdateGameSessionQueueInput
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pub fn clone(&self) -> UpdateGameSessionQueueInput
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for UpdateGameSessionQueueInput
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impl Default for UpdateGameSessionQueueInput
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pub fn default() -> UpdateGameSessionQueueInput
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impl PartialEq<UpdateGameSessionQueueInput> for UpdateGameSessionQueueInput
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pub fn eq(&self, other: &UpdateGameSessionQueueInput) -> bool
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pub fn ne(&self, other: &UpdateGameSessionQueueInput) -> bool
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impl Serialize for UpdateGameSessionQueueInput
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pub fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error> where
__S: Serializer,
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__S: Serializer,
impl StructuralPartialEq for UpdateGameSessionQueueInput
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Auto Trait Implementations
impl RefUnwindSafe for UpdateGameSessionQueueInput
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impl Send for UpdateGameSessionQueueInput
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impl Sync for UpdateGameSessionQueueInput
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impl Unpin for UpdateGameSessionQueueInput
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impl UnwindSafe for UpdateGameSessionQueueInput
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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> 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>,