pub struct UpdateGameSessionQueueInput {
pub custom_event_data: Option<String>,
pub destinations: Option<Vec<GameSessionQueueDestination>>,
pub filter_configuration: Option<FilterConfiguration>,
pub name: 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
Represents the input for a request operation.
Fields
custom_event_data: Option<String>
Information to be 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. When updating this list, provide a complete list of destinations.
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. To remove an existing filter configuration, pass in an empty set.
name: String
A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
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. When updating policies, provide a complete collection of policies.
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. To remove an existing priority configuration, pass in an empty set.
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 UpdateGameSessionQueueInput
impl Clone for UpdateGameSessionQueueInput
sourcefn clone(&self) -> UpdateGameSessionQueueInput
fn clone(&self) -> UpdateGameSessionQueueInput
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 UpdateGameSessionQueueInput
impl Debug for UpdateGameSessionQueueInput
sourceimpl Default for UpdateGameSessionQueueInput
impl Default for UpdateGameSessionQueueInput
sourcefn default() -> UpdateGameSessionQueueInput
fn default() -> UpdateGameSessionQueueInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<UpdateGameSessionQueueInput> for UpdateGameSessionQueueInput
impl PartialEq<UpdateGameSessionQueueInput> for UpdateGameSessionQueueInput
sourcefn eq(&self, other: &UpdateGameSessionQueueInput) -> bool
fn eq(&self, other: &UpdateGameSessionQueueInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &UpdateGameSessionQueueInput) -> bool
fn ne(&self, other: &UpdateGameSessionQueueInput) -> bool
This method tests for !=
.
impl StructuralPartialEq for UpdateGameSessionQueueInput
Auto Trait Implementations
impl RefUnwindSafe for UpdateGameSessionQueueInput
impl Send for UpdateGameSessionQueueInput
impl Sync for UpdateGameSessionQueueInput
impl Unpin for UpdateGameSessionQueueInput
impl UnwindSafe for UpdateGameSessionQueueInput
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