Struct rusoto_gamelift::GameSessionQueue
source · [−]pub struct GameSessionQueue {
pub custom_event_data: Option<String>,
pub destinations: Option<Vec<GameSessionQueueDestination>>,
pub filter_configuration: Option<FilterConfiguration>,
pub game_session_queue_arn: Option<String>,
pub name: Option<String>,
pub notification_target: Option<String>,
pub player_latency_policies: Option<Vec<PlayerLatencyPolicy>>,
pub priority_configuration: Option<PriorityConfiguration>,
pub timeout_in_seconds: Option<i64>,
}
Expand description
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
Related actions
CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue
Fields
custom_event_data: Option<String>
Information that is 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.
game_session_queue_arn: Option<String>
The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>
. In a GameLift game session queue ARN, the resource ID matches the Name value.
name: Option<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.
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 GameSessionQueue
impl Clone for GameSessionQueue
sourcefn clone(&self) -> GameSessionQueue
fn clone(&self) -> GameSessionQueue
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 GameSessionQueue
impl Debug for GameSessionQueue
sourceimpl Default for GameSessionQueue
impl Default for GameSessionQueue
sourcefn default() -> GameSessionQueue
fn default() -> GameSessionQueue
Returns the “default value” for a type. Read more
sourceimpl<'de> Deserialize<'de> for GameSessionQueue
impl<'de> Deserialize<'de> for GameSessionQueue
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<GameSessionQueue> for GameSessionQueue
impl PartialEq<GameSessionQueue> for GameSessionQueue
sourcefn eq(&self, other: &GameSessionQueue) -> bool
fn eq(&self, other: &GameSessionQueue) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &GameSessionQueue) -> bool
fn ne(&self, other: &GameSessionQueue) -> bool
This method tests for !=
.
impl StructuralPartialEq for GameSessionQueue
Auto Trait Implementations
impl RefUnwindSafe for GameSessionQueue
impl Send for GameSessionQueue
impl Sync for GameSessionQueue
impl Unpin for GameSessionQueue
impl UnwindSafe for GameSessionQueue
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