pub struct StartGameSessionPlacementInput {
pub desired_player_sessions: Option<Vec<DesiredPlayerSession>>,
pub game_properties: Option<Vec<GameProperty>>,
pub game_session_data: Option<String>,
pub game_session_name: Option<String>,
pub game_session_queue_name: String,
pub maximum_player_session_count: i64,
pub placement_id: String,
pub player_latencies: Option<Vec<PlayerLatency>>,
}
Expand description
Represents the input for a request operation.
Fields
desired_player_sessions: Option<Vec<DesiredPlayerSession>>
Set of information on each player to create a player session for.
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_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_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: String
Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
maximum_player_session_count: i64
The maximum number of players that can be connected simultaneously to the game session.
placement_id: String
A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.
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. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
Trait Implementations
sourceimpl Clone for StartGameSessionPlacementInput
impl Clone for StartGameSessionPlacementInput
sourcefn clone(&self) -> StartGameSessionPlacementInput
fn clone(&self) -> StartGameSessionPlacementInput
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 Default for StartGameSessionPlacementInput
impl Default for StartGameSessionPlacementInput
sourcefn default() -> StartGameSessionPlacementInput
fn default() -> StartGameSessionPlacementInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<StartGameSessionPlacementInput> for StartGameSessionPlacementInput
impl PartialEq<StartGameSessionPlacementInput> for StartGameSessionPlacementInput
sourcefn eq(&self, other: &StartGameSessionPlacementInput) -> bool
fn eq(&self, other: &StartGameSessionPlacementInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &StartGameSessionPlacementInput) -> bool
fn ne(&self, other: &StartGameSessionPlacementInput) -> bool
This method tests for !=
.
impl StructuralPartialEq for StartGameSessionPlacementInput
Auto Trait Implementations
impl RefUnwindSafe for StartGameSessionPlacementInput
impl Send for StartGameSessionPlacementInput
impl Sync for StartGameSessionPlacementInput
impl Unpin for StartGameSessionPlacementInput
impl UnwindSafe for StartGameSessionPlacementInput
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