Struct PlayerSession

Source
pub struct PlayerSession {
    pub creation_time: Option<f64>,
    pub dns_name: Option<String>,
    pub fleet_arn: Option<String>,
    pub fleet_id: Option<String>,
    pub game_session_id: Option<String>,
    pub ip_address: Option<String>,
    pub player_data: Option<String>,
    pub player_id: Option<String>,
    pub player_session_id: Option<String>,
    pub port: Option<i64>,
    pub status: Option<String>,
    pub termination_time: Option<f64>,
}
Expand description

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | 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").

§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 the player's game session is running on.

§fleet_id: Option<String>

A unique identifier for the fleet that the player's game session is running on.

§game_session_id: Option<String>

A unique identifier for the game session that the player session is connected to.

§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.

§player_data: Option<String>

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

§player_id: Option<String>

A unique identifier for a player that is associated with this player session.

§player_session_id: Option<String>

A unique identifier for a player session.

§port: Option<i64>

Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

§status: Option<String>

Current status of the player session.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.

  • ACTIVE -- The player has been validated by the server process and is currently connected.

  • COMPLETED -- The player connection has been dropped.

  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

§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§

Source§

impl Clone for PlayerSession

Source§

fn clone(&self) -> PlayerSession

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for PlayerSession

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl Default for PlayerSession

Source§

fn default() -> PlayerSession

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

impl<'de> Deserialize<'de> for PlayerSession

Source§

fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
Source§

impl PartialEq for PlayerSession

Source§

fn eq(&self, other: &PlayerSession) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
Source§

impl StructuralPartialEq for PlayerSession

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

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

fn in_current_span(self) -> Instrumented<Self>

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

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

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

Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

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

fn clone_into(&self, target: &mut T)

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

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> WithSubscriber for T

Source§

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
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

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

impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,