logo
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.

tags: Option<Vec<Tag>>

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

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more

Instruments this type with the current Span, returning an Instrumented wrapper. Read more

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Should always be Self

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more