Struct rusoto_gamelift::GameSession
source · [−]pub struct GameSession {Show 19 fields
pub creation_time: Option<f64>,
pub creator_id: Option<String>,
pub current_player_session_count: Option<i64>,
pub dns_name: Option<String>,
pub fleet_arn: Option<String>,
pub fleet_id: Option<String>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_data: Option<String>,
pub game_session_id: Option<String>,
pub ip_address: Option<String>,
pub location: Option<String>,
pub matchmaker_data: Option<String>,
pub maximum_player_session_count: Option<i64>,
pub name: Option<String>,
pub player_session_creation_policy: Option<String>,
pub port: Option<i64>,
pub status: Option<String>,
pub status_reason: Option<String>,
pub termination_time: Option<f64>,
}
Expand description
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.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task
Fields
creation_time: Option<f64>
A 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>
The 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 the fleet that the game session is running on.
game_properties: Option<Vec<GameProperty>>
A 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. You can search for active game sessions based on this custom data with SearchGameSessions.
game_session_data: Option<String>
A 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.
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>
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
location: Option<String>
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2
.
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>
The port number for the game session. To connect to a 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>
A 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
sourceimpl Clone for GameSession
impl Clone for GameSession
sourcefn clone(&self) -> GameSession
fn clone(&self) -> GameSession
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 GameSession
impl Debug for GameSession
sourceimpl Default for GameSession
impl Default for GameSession
sourcefn default() -> GameSession
fn default() -> GameSession
Returns the “default value” for a type. Read more
sourceimpl<'de> Deserialize<'de> for GameSession
impl<'de> Deserialize<'de> for GameSession
sourcefn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
sourceimpl PartialEq<GameSession> for GameSession
impl PartialEq<GameSession> for GameSession
sourcefn eq(&self, other: &GameSession) -> bool
fn eq(&self, other: &GameSession) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &GameSession) -> bool
fn ne(&self, other: &GameSession) -> bool
This method tests for !=
.
impl StructuralPartialEq for GameSession
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
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