[−][src]Struct rusoto_gamelift::PlayerSession
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED
) or actual player activity in a game session (status 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.
When a player disconnects, the player session status changes to COMPLETED
. Once the session ends, the player session object is retained for 30 days and then removed.
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").
fleet_id: Option<String>
Unique identifier for a fleet that the player's game session is running on.
game_session_id: Option<String>
Unique identifier for the game session that the player session is connected to.
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.
player_data: Option<String>
Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
player_id: Option<String>
Unique identifier for a player that is associated with this player session.
player_session_id: Option<String>
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>
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<PlayerSession> for PlayerSession
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fn eq(&self, other: &PlayerSession) -> bool
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fn ne(&self, other: &PlayerSession) -> bool
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impl Default for PlayerSession
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fn default() -> PlayerSession
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impl Clone for PlayerSession
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fn clone(&self) -> PlayerSession
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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 PlayerSession
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impl<'de> Deserialize<'de> for PlayerSession
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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 PlayerSession
impl Sync for PlayerSession
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