[−][src]Struct rusoto_gamelift::FleetAttributes
General properties describing a fleet.
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Describe fleets:
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Update fleets:
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Manage fleet actions:
Fields
build_id: Option<String>
Unique identifier for a build.
creation_time: Option<f64>
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
description: Option<String>
Human-readable description of the fleet.
fleet_arn: Option<String>
Identifier for a fleet that is unique across all regions.
fleet_id: Option<String>
Unique identifier for a fleet.
fleet_type: Option<String>
Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.
instance_type: Option<String>
EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
log_paths: Option<Vec<String>>
Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\game\logs
(for Windows) or /local/game/logs
(for Linux). Use the Amazon GameLift console to access stored logs.
metric_groups: Option<Vec<String>>
Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
name: Option<String>
Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
new_game_session_protection_policy: Option<String>
Type of game session protection to set for all new instances started in the fleet.
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NoProtection -- The game session can be terminated during a scale-down event.
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FullProtection -- If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
operating_system: Option<String>
Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
resource_creation_limit_policy: Option<ResourceCreationLimitPolicy>
Fleet policy to limit the number of game sessions an individual player can create over a span of time.
server_launch_parameters: Option<String>
Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.
server_launch_path: Option<String>
Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.
status: Option<String>
Current status of the fleet.
Possible fleet statuses include the following:
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NEW -- A new fleet has been defined and desired instances is set to 1.
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DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes.
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ACTIVE -- Hosts can now accept game sessions.
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ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
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DELETING -- Hosts are responding to a delete fleet request.
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TERMINATED -- The fleet no longer exists.
stopped_actions: Option<Vec<String>>
List of fleet actions that have been suspended using StopFleetActions. This includes auto-scaling.
termination_time: Option<f64>
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 Clone for FleetAttributes
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fn clone(&self) -> FleetAttributes
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fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl PartialEq<FleetAttributes> for FleetAttributes
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fn eq(&self, other: &FleetAttributes) -> bool
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fn ne(&self, other: &FleetAttributes) -> bool
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impl Default for FleetAttributes
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fn default() -> FleetAttributes
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impl Debug for FleetAttributes
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impl<'de> Deserialize<'de> for FleetAttributes
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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
Auto Trait Implementations
impl Send for FleetAttributes
impl Sync for FleetAttributes
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
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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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
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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impl<T> DeserializeOwned for T where
T: Deserialize<'de>,
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T: Deserialize<'de>,
impl<T> Erased for T
impl<T> Same for T
type Output = T
Should always be Self