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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::update_game_server::_update_game_server_output::UpdateGameServerOutputBuilder;

pub use crate::operation::update_game_server::_update_game_server_input::UpdateGameServerInputBuilder;

impl UpdateGameServerInputBuilder {
    /// Sends a request with this input using the given client.
    pub async fn send_with(
        self,
        client: &crate::Client,
    ) -> ::std::result::Result<
        crate::operation::update_game_server::UpdateGameServerOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::update_game_server::UpdateGameServerError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let mut fluent_builder = client.update_game_server();
        fluent_builder.inner = self;
        fluent_builder.send().await
    }
}
/// Fluent builder constructing a request to `UpdateGameServer`.
///
/// <p> <b>This operation is used with the Amazon GameLift FleetIQ solution and game server groups.</b> </p>
/// <p>Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group. </p>
/// <p>Use this operation to update the following types of game server information. You can make all three types of updates in the same request:</p>
/// <ul>
/// <li> <p>To update the game server's utilization status from <code>AVAILABLE</code> (when the game server is available to be claimed) to <code>UTILIZED</code> (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to <code>UTILIZED</code> to <code>AVAILABLE</code> .</p> </li>
/// <li> <p>To report health status, identify the game server and game server group and set health check to <code>HEALTHY</code>. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.</p> </li>
/// <li> <p>To change game server metadata, provide updated game server data.</p> </li>
/// </ul>
/// <p>Once a game server is successfully updated, the relevant statuses and timestamps are updated.</p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon GameLift FleetIQ Guide</a> </p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct UpdateGameServerFluentBuilder {
    handle: ::std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::update_game_server::builders::UpdateGameServerInputBuilder,
    config_override: ::std::option::Option<crate::config::Builder>,
}
impl
    crate::client::customize::internal::CustomizableSend<
        crate::operation::update_game_server::UpdateGameServerOutput,
        crate::operation::update_game_server::UpdateGameServerError,
    > for UpdateGameServerFluentBuilder
{
    fn send(
        self,
        config_override: crate::config::Builder,
    ) -> crate::client::customize::internal::BoxFuture<
        crate::client::customize::internal::SendResult<
            crate::operation::update_game_server::UpdateGameServerOutput,
            crate::operation::update_game_server::UpdateGameServerError,
        >,
    > {
        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
    }
}
impl UpdateGameServerFluentBuilder {
    /// Creates a new `UpdateGameServer`.
    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
        Self {
            handle,
            inner: ::std::default::Default::default(),
            config_override: ::std::option::Option::None,
        }
    }
    /// Access the UpdateGameServer as a reference.
    pub fn as_input(&self) -> &crate::operation::update_game_server::builders::UpdateGameServerInputBuilder {
        &self.inner
    }
    /// Sends the request and returns the response.
    ///
    /// If an error occurs, an `SdkError` will be returned with additional details that
    /// can be matched against.
    ///
    /// By default, any retryable failures will be retried twice. Retry behavior
    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
    /// set when configuring the client.
    pub async fn send(
        self,
    ) -> ::std::result::Result<
        crate::operation::update_game_server::UpdateGameServerOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::update_game_server::UpdateGameServerError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let input = self
            .inner
            .build()
            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
        let runtime_plugins = crate::operation::update_game_server::UpdateGameServer::operation_runtime_plugins(
            self.handle.runtime_plugins.clone(),
            &self.handle.conf,
            self.config_override,
        );
        crate::operation::update_game_server::UpdateGameServer::orchestrate(&runtime_plugins, input).await
    }

    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
    pub fn customize(
        self,
    ) -> crate::client::customize::CustomizableOperation<
        crate::operation::update_game_server::UpdateGameServerOutput,
        crate::operation::update_game_server::UpdateGameServerError,
        Self,
    > {
        crate::client::customize::CustomizableOperation::new(self)
    }
    pub(crate) fn config_override(mut self, config_override: impl Into<crate::config::Builder>) -> Self {
        self.set_config_override(Some(config_override.into()));
        self
    }

    pub(crate) fn set_config_override(&mut self, config_override: Option<crate::config::Builder>) -> &mut Self {
        self.config_override = config_override;
        self
    }
    /// <p>A unique identifier for the game server group where the game server is running.</p>
    pub fn game_server_group_name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.game_server_group_name(input.into());
        self
    }
    /// <p>A unique identifier for the game server group where the game server is running.</p>
    pub fn set_game_server_group_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_game_server_group_name(input);
        self
    }
    /// <p>A unique identifier for the game server group where the game server is running.</p>
    pub fn get_game_server_group_name(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_server_group_name()
    }
    /// <p>A custom string that uniquely identifies the game server to update.</p>
    pub fn game_server_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.game_server_id(input.into());
        self
    }
    /// <p>A custom string that uniquely identifies the game server to update.</p>
    pub fn set_game_server_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_game_server_id(input);
        self
    }
    /// <p>A custom string that uniquely identifies the game server to update.</p>
    pub fn get_game_server_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_server_id()
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn game_server_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.game_server_data(input.into());
        self
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn set_game_server_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_game_server_data(input);
        self
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn get_game_server_data(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_server_data()
    }
    /// <p>Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from <code>AVAILABLE</code> to <code>UTILIZED</code>, but you can't change a the status from <code>UTILIZED</code> to <code>AVAILABLE</code>.</p>
    pub fn utilization_status(mut self, input: crate::types::GameServerUtilizationStatus) -> Self {
        self.inner = self.inner.utilization_status(input);
        self
    }
    /// <p>Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from <code>AVAILABLE</code> to <code>UTILIZED</code>, but you can't change a the status from <code>UTILIZED</code> to <code>AVAILABLE</code>.</p>
    pub fn set_utilization_status(mut self, input: ::std::option::Option<crate::types::GameServerUtilizationStatus>) -> Self {
        self.inner = self.inner.set_utilization_status(input);
        self
    }
    /// <p>Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from <code>AVAILABLE</code> to <code>UTILIZED</code>, but you can't change a the status from <code>UTILIZED</code> to <code>AVAILABLE</code>.</p>
    pub fn get_utilization_status(&self) -> &::std::option::Option<crate::types::GameServerUtilizationStatus> {
        self.inner.get_utilization_status()
    }
    /// <p>Indicates health status of the game server. A request that includes this parameter updates the game server's <i>LastHealthCheckTime</i> timestamp. </p>
    pub fn health_check(mut self, input: crate::types::GameServerHealthCheck) -> Self {
        self.inner = self.inner.health_check(input);
        self
    }
    /// <p>Indicates health status of the game server. A request that includes this parameter updates the game server's <i>LastHealthCheckTime</i> timestamp. </p>
    pub fn set_health_check(mut self, input: ::std::option::Option<crate::types::GameServerHealthCheck>) -> Self {
        self.inner = self.inner.set_health_check(input);
        self
    }
    /// <p>Indicates health status of the game server. A request that includes this parameter updates the game server's <i>LastHealthCheckTime</i> timestamp. </p>
    pub fn get_health_check(&self) -> &::std::option::Option<crate::types::GameServerHealthCheck> {
        self.inner.get_health_check()
    }
}