[−][src]Struct rusoto_gamelift::StartGameSessionPlacementInput
Represents the input for a request action.
Fields
desired_player_sessions: Option<Vec<DesiredPlayerSession>>
Set of information on each player to create a player session for.
game_properties: Option<Vec<GameProperty>>
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).
game_session_data: Option<String>
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).
game_session_name: Option<String>
Descriptive label that is associated with a game session. Session names do not need to be unique.
game_session_queue_name: String
Name of the queue to use to place the new game session.
maximum_player_session_count: i64
Maximum number of players that can be connected simultaneously to the game session.
placement_id: String
Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
player_latencies: Option<Vec<PlayerLatency>>
Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
Trait Implementations
impl Default for StartGameSessionPlacementInput
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impl Default for StartGameSessionPlacementInput
fn default() -> StartGameSessionPlacementInput
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fn default() -> StartGameSessionPlacementInput
Returns the "default value" for a type. Read more
impl PartialEq<StartGameSessionPlacementInput> for StartGameSessionPlacementInput
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impl PartialEq<StartGameSessionPlacementInput> for StartGameSessionPlacementInput
fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
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fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &StartGameSessionPlacementInput) -> bool
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fn ne(&self, other: &StartGameSessionPlacementInput) -> bool
This method tests for !=
.
impl Clone for StartGameSessionPlacementInput
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impl Clone for StartGameSessionPlacementInput
fn clone(&self) -> StartGameSessionPlacementInput
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fn clone(&self) -> StartGameSessionPlacementInput
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
impl Debug for StartGameSessionPlacementInput
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impl Debug for StartGameSessionPlacementInput
fn fmt(&self, f: &mut Formatter) -> Result
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fn fmt(&self, f: &mut Formatter) -> Result
Formats the value using the given formatter. Read more
impl Serialize for StartGameSessionPlacementInput
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impl Serialize for StartGameSessionPlacementInput
Auto Trait Implementations
impl Send for StartGameSessionPlacementInput
impl Send for StartGameSessionPlacementInput
impl Sync for StartGameSessionPlacementInput
impl Sync for StartGameSessionPlacementInput
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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impl<T, U> Into for T where
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
type Owned = T
fn to_owned(&self) -> T
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fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
fn clone_into(&self, target: &mut T)
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fn clone_into(&self, target: &mut T)
🔬 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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impl<T> From for T
impl<T, U> TryFrom for T where
T: From<U>,
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impl<T, U> TryFrom for T where
T: From<U>,
type Error = !
try_from
)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
try_from
)Performs the conversion.
impl<T> Borrow for T where
T: ?Sized,
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impl<T> Borrow for T where
T: ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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impl<T> BorrowMut for T where
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T, U> TryInto for T where
U: TryFrom<T>,
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impl<T, U> TryInto for T where
U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
try_from
)The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
try_from
)Performs the conversion.
impl<T> Any for T where
T: 'static + ?Sized,
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impl<T> Any for T where
T: 'static + ?Sized,
fn get_type_id(&self) -> TypeId
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fn get_type_id(&self) -> TypeId
🔬 This is a nightly-only experimental API. (get_type_id
)
this method will likely be replaced by an associated static
Gets the TypeId
of self
. Read more
impl<T> Same for T
impl<T> Same for T
type Output = T
Should always be Self
impl<T> Erased for T
impl<T> Erased for T