pub struct CreateGameSessionQueueInput {
pub custom_event_data: Option<String>,
pub destinations: Option<Vec<GameSessionQueueDestination>>,
pub filter_configuration: Option<FilterConfiguration>,
pub name: String,
pub notification_target: Option<String>,
pub player_latency_policies: Option<Vec<PlayerLatencyPolicy>>,
pub priority_configuration: Option<PriorityConfiguration>,
pub tags: Option<Vec<Tag>>,
pub timeout_in_seconds: Option<i64>,
}
Expand description
Represents the input for a request operation.
Fields
custom_event_data: Option<String>
Information to be added to all events that are related to this game session queue.
destinations: Option<Vec<GameSessionQueueDestination>>
A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
filter_configuration: Option<FilterConfiguration>
A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.
name: String
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
notification_target: Option<String>
An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
player_latency_policies: Option<Vec<PlayerLatencyPolicy>>
A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
priority_configuration: Option<PriorityConfiguration>
Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
timeout_in_seconds: Option<i64>
The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Trait Implementations
sourceimpl Clone for CreateGameSessionQueueInput
impl Clone for CreateGameSessionQueueInput
sourcefn clone(&self) -> CreateGameSessionQueueInput
fn clone(&self) -> CreateGameSessionQueueInput
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for CreateGameSessionQueueInput
impl Debug for CreateGameSessionQueueInput
sourceimpl Default for CreateGameSessionQueueInput
impl Default for CreateGameSessionQueueInput
sourcefn default() -> CreateGameSessionQueueInput
fn default() -> CreateGameSessionQueueInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<CreateGameSessionQueueInput> for CreateGameSessionQueueInput
impl PartialEq<CreateGameSessionQueueInput> for CreateGameSessionQueueInput
sourcefn eq(&self, other: &CreateGameSessionQueueInput) -> bool
fn eq(&self, other: &CreateGameSessionQueueInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &CreateGameSessionQueueInput) -> bool
fn ne(&self, other: &CreateGameSessionQueueInput) -> bool
This method tests for !=
.
impl StructuralPartialEq for CreateGameSessionQueueInput
Auto Trait Implementations
impl RefUnwindSafe for CreateGameSessionQueueInput
impl Send for CreateGameSessionQueueInput
impl Sync for CreateGameSessionQueueInput
impl Unpin for CreateGameSessionQueueInput
impl UnwindSafe for CreateGameSessionQueueInput
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more