Struct rusoto_gamelift::Player [] [src]

pub struct Player {
    pub latency_in_ms: Option<HashMap<String, i64>>,
    pub player_attributes: Option<HashMap<String, AttributeValue>>,
    pub player_id: Option<String>,
    pub team: Option<String>,

Object used in matchmaking to represent a player. When starting a matchmaking request, a player has a player ID and may have latency data. Team information is added after a match has been successfully completed.


Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions that are included in the object map. If not present (that is, null), FlexMatch ignores latency issues and may place the match in any region in the queue.

If this property contains an empty map, FlexMatch assumes that no regions are available to the player. In this scenario, the ticket is not matchable and always times out unless canceled.

Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match playerAttributes names in the rule set being used. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

Unique identifier for a player

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Trait Implementations

impl Default for Player


Returns the "default value" for a type. Read more

impl Debug for Player


Formats the value using the given formatter.

impl Clone for Player


Returns a copy of the value. Read more


Performs copy-assignment from source. Read more