Struct rusoto_gamelift::PlayerSession
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pub struct PlayerSession { pub creation_time: Option<Timestamp>, pub fleet_id: Option<FleetId>, pub game_session_id: Option<NonZeroAndMaxString>, pub ip_address: Option<IpAddress>, pub player_data: Option<PlayerData>, pub player_id: Option<NonZeroAndMaxString>, pub player_session_id: Option<PlayerSessionId>, pub port: Option<PortNumber>, pub status: Option<PlayerSessionStatus>, pub termination_time: Option<Timestamp>, }
Properties describing a player session. A player session represents either a player reservation for a game session or actual player activity in a game session. 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.
Player session-related operations include:
Fields
creation_time: Option<Timestamp>
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
fleet_id: Option<FleetId>
Unique identifier for a fleet that the player's game session is running on.
game_session_id: Option<NonZeroAndMaxString>
Unique identifier for the game session that the player session is connected to.
ip_address: Option<IpAddress>
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
player_data: Option<PlayerData>
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<NonZeroAndMaxString>
Unique identifier for a player that is associated with this player session.
player_session_id: Option<PlayerSessionId>
Unique identifier for a player session.
port: Option<PortNumber>
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<PlayerSessionStatus>
Current status of the player session.
Possible player session statuses include the following:
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RESERVED – The player session request has been received, but the player has not yet connected to the server process and/or been validated.
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ACTIVE – The player has been validated by the server process and is currently connected.
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COMPLETED – The player connection has been dropped.
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TIMEDOUT – A player session request was received, but the player did not connect and/or was not validated within the time-out limit (60 seconds).
termination_time: Option<Timestamp>
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 Default for PlayerSession
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fn default() -> PlayerSession
Returns the "default value" for a type. Read more
impl Debug for PlayerSession
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impl Clone for PlayerSession
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fn clone(&self) -> PlayerSession
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0
Performs copy-assignment from source
. Read more