CreateGameSessionQueueInput

Struct CreateGameSessionQueueInput 

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pub struct CreateGameSessionQueueInput {
    pub destinations: Option<Vec<GameSessionQueueDestination>>,
    pub name: String,
    pub player_latency_policies: Option<Vec<PlayerLatencyPolicy>>,
    pub tags: Option<Vec<Tag>>,
    pub timeout_in_seconds: Option<i64>,
}
Expand description

Represents the input for a request action.

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§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.

§name: String

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

§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. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails.

§tags: Option<Vec<Tag>>

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

§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§

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impl Clone for CreateGameSessionQueueInput

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fn clone(&self) -> CreateGameSessionQueueInput

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CreateGameSessionQueueInput

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CreateGameSessionQueueInput

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fn default() -> CreateGameSessionQueueInput

Returns the “default value” for a type. Read more
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impl PartialEq for CreateGameSessionQueueInput

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fn eq(&self, other: &CreateGameSessionQueueInput) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CreateGameSessionQueueInput

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CreateGameSessionQueueInput

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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