[−][src]Struct rusoto_gamelift::GameSession
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
Fields
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").
creator_id: Option<String>
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
current_player_session_count: Option<i64>
Number of players currently in the game session.
dns_name: Option<String>
DNS identifier assigned to the instance that is running the game session. Values have the following format:
-
TLS-enabled fleets:
<unique identifier>.<region identifier>.amazongamelift.com
. -
Non-TLS-enabled fleets:
ec2-<unique identifier>.compute.amazonaws.com
. (See Amazon EC2 Instance IP Addressing.)
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
fleet_arn: Option<String>
The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
fleet_id: Option<String>
A unique identifier for a fleet that the game session is running on.
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). You can search for active game sessions based on this custom data with SearchGameSessions.
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_id: Option<String>
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
ip_address: Option<String>
IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.
matchmaker_data: Option<String>
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
maximum_player_session_count: Option<i64>
The maximum number of players that can be connected simultaneously to the game session.
name: Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
player_session_creation_policy: Option<String>
Indicates whether or not the game session is accepting new players.
port: Option<i64>
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
status: Option<String>
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
status_reason: Option<String>
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
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 GameSession
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fn clone(&self) -> GameSession
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fn clone_from(&mut self, source: &Self)
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impl Debug for GameSession
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impl Default for GameSession
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fn default() -> GameSession
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impl<'de> Deserialize<'de> for GameSession
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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl PartialEq<GameSession> for GameSession
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fn eq(&self, other: &GameSession) -> bool
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fn ne(&self, other: &GameSession) -> bool
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impl StructuralPartialEq for GameSession
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Auto Trait Implementations
impl RefUnwindSafe for GameSession
impl Send for GameSession
impl Sync for GameSession
impl Unpin for GameSession
impl UnwindSafe for GameSession
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
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> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> Sealed<T> for T where
T: ?Sized,
T: ?Sized,
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>,