[][src]Struct rusoto_gamelift::GameSessionPlacement

pub struct GameSessionPlacement {
    pub end_time: Option<f64>,
    pub game_properties: Option<Vec<GameProperty>>,
    pub game_session_arn: Option<String>,
    pub game_session_data: Option<String>,
    pub game_session_id: Option<String>,
    pub game_session_name: Option<String>,
    pub game_session_queue_name: Option<String>,
    pub game_session_region: Option<String>,
    pub ip_address: Option<String>,
    pub matchmaker_data: Option<String>,
    pub maximum_player_session_count: Option<i64>,
    pub placed_player_sessions: Option<Vec<PlacedPlayerSession>>,
    pub placement_id: Option<String>,
    pub player_latencies: Option<Vec<PlayerLatency>>,
    pub port: Option<i64>,
    pub start_time: Option<f64>,
    pub status: Option<String>,
}

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

Fields

Time stamp indicating when this request was completed, canceled, or timed out.

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

Descriptive label that is associated with a game session. Session names do not need to be unique.

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

Maximum number of players that can be connected simultaneously to the game session.

Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

Unique identifier for a game session placement.

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.

  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.

  • CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.

  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

Trait Implementations

impl Default for GameSessionPlacement
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Returns the "default value" for a type. Read more

impl PartialEq<GameSessionPlacement> for GameSessionPlacement
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This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

impl Clone for GameSessionPlacement
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Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for GameSessionPlacement
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Formats the value using the given formatter. Read more

impl<'de> Deserialize<'de> for GameSessionPlacement
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Deserialize this value from the given Serde deserializer. Read more

Auto Trait Implementations

Blanket Implementations

impl<T, U> Into for T where
    U: From<T>, 
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Performs the conversion.

impl<T> ToOwned for T where
    T: Clone
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Creates owned data from borrowed data, usually by cloning. Read more

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

recently added

Uses borrowed data to replace owned data, usually by cloning. Read more

impl<T> From for T
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Performs the conversion.

impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

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

Performs the conversion.

impl<T> Borrow for T where
    T: ?Sized
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Immutably borrows from an owned value. Read more

impl<T> BorrowMut for T where
    T: ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

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

Performs the conversion.

impl<T> Any for T where
    T: 'static + ?Sized
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this method will likely be replaced by an associated static

Gets the TypeId of self. Read more

impl<T> DeserializeOwned for T where
    T: Deserialize<'de>, 
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impl<T> Same for T

Should always be Self

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