[−][src]Struct rusoto_gamelift::GameSession
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED
.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
Fields
creation_time: Option<f64>
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
creator_id: Option<String>
Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
current_player_session_count: Option<i64>
Number of players currently in the game session.
fleet_id: Option<String>
Unique identifier for a fleet that the game session is running on.
game_properties: Option<Vec<GameProperty>>
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). You can search for active game sessions based on this custom data with SearchGameSessions.
game_session_data: Option<String>
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>
Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
.
ip_address: Option<String>
IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
matchmaker_data: Option<String>
Information about the matchmaking process that was used to create the game session. It is in JSON syntax, formatted as a string. In addition the matchmaking configuration used, it contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
maximum_player_session_count: Option<i64>
Maximum number of players that can be connected simultaneously to the game session.
name: Option<String>
Descriptive label that is associated with a game session. Session names do not need to be unique.
player_session_creation_policy: Option<String>
Indicates whether or not the game session is accepting new players.
port: Option<i64>
Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
status: Option<String>
Current status of the game session. A game session must have an ACTIVE
status to have player sessions.
status_reason: Option<String>
Provides additional information about game session status. INTERRUPTED
indicates that the game session was hosted on a spot instance that was reclaimed, causing the active game session to be terminated.
termination_time: Option<f64>
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
impl PartialEq<GameSession> for GameSession
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fn eq(&self, other: &GameSession) -> bool
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fn ne(&self, other: &GameSession) -> bool
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impl Default for GameSession
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fn default() -> GameSession
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impl Clone for GameSession
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fn clone(&self) -> GameSession
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fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl Debug for GameSession
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impl<'de> Deserialize<'de> for GameSession
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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
Auto Trait Implementations
impl Send for GameSession
impl Sync for GameSession
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T, U> TryFrom for T where
T: From<U>,
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T: From<U>,
type Error = !
try_from
)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
try_from
)The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
fn get_type_id(&self) -> TypeId
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impl<T> DeserializeOwned for T where
T: Deserialize<'de>,
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T: Deserialize<'de>,
impl<T> Erased for T
impl<T> Same for T
type Output = T
Should always be Self