[−][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 Clone for StartGameSessionPlacementInput
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fn clone(&self) -> StartGameSessionPlacementInput
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fn clone_from(&mut self, source: &Self)
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impl Default for StartGameSessionPlacementInput
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impl PartialEq<StartGameSessionPlacementInput> for StartGameSessionPlacementInput
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fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
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fn ne(&self, other: &StartGameSessionPlacementInput) -> bool
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impl Debug for StartGameSessionPlacementInput
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impl Serialize for StartGameSessionPlacementInput
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Auto Trait Implementations
impl Send for StartGameSessionPlacementInput
impl Sync for StartGameSessionPlacementInput
impl Unpin for StartGameSessionPlacementInput
impl UnwindSafe for StartGameSessionPlacementInput
impl RefUnwindSafe for StartGameSessionPlacementInput
Blanket Implementations
impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> From<T> for T
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impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> 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, U> TryInto<U> 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> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,