Struct rusoto_gamelift::GameSessionPlacement
source · [−]pub struct GameSessionPlacement {Show 18 fields
pub dns_name: Option<String>,
pub end_time: Option<f64>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_arn: Option<String>,
pub game_session_data: Option<String>,
pub game_session_id: Option<String>,
pub game_session_name: Option<String>,
pub game_session_queue_name: Option<String>,
pub game_session_region: Option<String>,
pub ip_address: Option<String>,
pub matchmaker_data: Option<String>,
pub maximum_player_session_count: Option<i64>,
pub placed_player_sessions: Option<Vec<PlacedPlayerSession>>,
pub placement_id: Option<String>,
pub player_latencies: Option<Vec<PlayerLatency>>,
pub port: Option<i64>,
pub start_time: Option<f64>,
pub status: Option<String>,
}
Expand description
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
Fields
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.
end_time: Option<f64>
Time stamp indicating when this request was completed, canceled, or timed out.
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 (see Start a Game Session).
game_session_arn: Option<String>
Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED
). This identifier is unique across all Regions. You can use this value as a GameSessionId
value as needed.
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 (see Start a Game Session).
game_session_id: Option<String>
A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED
).
game_session_name: Option<String>
A descriptive label that is associated with a game session. Session names do not need to be unique.
game_session_queue_name: Option<String>
A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
game_session_region: Option<String>
Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED
).
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. This value is set once the new game session is placed (placement status is FULFILLED
).
matchmaker_data: Option<String>
Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
maximum_player_session_count: Option<i64>
The maximum number of players that can be connected simultaneously to the game session.
placed_player_sessions: Option<Vec<PlacedPlayerSession>>
A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED
). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.
placement_id: Option<String>
A unique identifier for a game session placement.
player_latencies: Option<Vec<PlayerLatency>>
A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.
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. This value is set once the new game session is placed (placement status is FULFILLED
).
start_time: Option<f64>
Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"
).
status: Option<String>
Current status of the game session placement request.
-
PENDING -- The placement request is currently in the queue waiting to be processed.
-
FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
-
CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
-
TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
-
FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
Trait Implementations
sourceimpl Clone for GameSessionPlacement
impl Clone for GameSessionPlacement
sourcefn clone(&self) -> GameSessionPlacement
fn clone(&self) -> GameSessionPlacement
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 GameSessionPlacement
impl Debug for GameSessionPlacement
sourceimpl Default for GameSessionPlacement
impl Default for GameSessionPlacement
sourcefn default() -> GameSessionPlacement
fn default() -> GameSessionPlacement
Returns the “default value” for a type. Read more
sourceimpl<'de> Deserialize<'de> for GameSessionPlacement
impl<'de> Deserialize<'de> for GameSessionPlacement
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<GameSessionPlacement> for GameSessionPlacement
impl PartialEq<GameSessionPlacement> for GameSessionPlacement
sourcefn eq(&self, other: &GameSessionPlacement) -> bool
fn eq(&self, other: &GameSessionPlacement) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &GameSessionPlacement) -> bool
fn ne(&self, other: &GameSessionPlacement) -> bool
This method tests for !=
.
impl StructuralPartialEq for GameSessionPlacement
Auto Trait Implementations
impl RefUnwindSafe for GameSessionPlacement
impl Send for GameSessionPlacement
impl Sync for GameSessionPlacement
impl Unpin for GameSessionPlacement
impl UnwindSafe for GameSessionPlacement
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