1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191
// 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()
}
}