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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_game_session_queue::_create_game_session_queue_output::CreateGameSessionQueueOutputBuilder;
pub use crate::operation::create_game_session_queue::_create_game_session_queue_input::CreateGameSessionQueueInputBuilder;
impl CreateGameSessionQueueInputBuilder {
/// Sends a request with this input using the given client.
pub async fn send_with(
self,
client: &crate::Client,
) -> ::std::result::Result<
crate::operation::create_game_session_queue::CreateGameSessionQueueOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_game_session_queue::CreateGameSessionQueueError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let mut fluent_builder = client.create_game_session_queue();
fluent_builder.inner = self;
fluent_builder.send().await
}
}
/// Fluent builder constructing a request to `CreateGameSessionQueue`.
///
/// <p>Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.</p>
/// <p>A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.</p>
/// <p>The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.</p>
/// <p>To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.</p>
/// <p>If successful, a new <code>GameSessionQueue</code> object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a> or <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchmaking.html">StartMatchmaking</a>, reference a queue's name or ARN.</p>
/// <p><b>Learn more</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html"> Design a game session queue</a></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html"> Create a game session queue</a></p>
/// <p><b>Related actions</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html">CreateGameSessionQueue</a> | <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html">DescribeGameSessionQueues</a> | <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html">UpdateGameSessionQueue</a> | <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html">DeleteGameSessionQueue</a> | <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct CreateGameSessionQueueFluentBuilder {
handle: ::std::sync::Arc<crate::client::Handle>,
inner: crate::operation::create_game_session_queue::builders::CreateGameSessionQueueInputBuilder,
config_override: ::std::option::Option<crate::config::Builder>,
}
impl
crate::client::customize::internal::CustomizableSend<
crate::operation::create_game_session_queue::CreateGameSessionQueueOutput,
crate::operation::create_game_session_queue::CreateGameSessionQueueError,
> for CreateGameSessionQueueFluentBuilder
{
fn send(
self,
config_override: crate::config::Builder,
) -> crate::client::customize::internal::BoxFuture<
crate::client::customize::internal::SendResult<
crate::operation::create_game_session_queue::CreateGameSessionQueueOutput,
crate::operation::create_game_session_queue::CreateGameSessionQueueError,
>,
> {
::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
}
}
impl CreateGameSessionQueueFluentBuilder {
/// Creates a new `CreateGameSessionQueue`.
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 CreateGameSessionQueue as a reference.
pub fn as_input(&self) -> &crate::operation::create_game_session_queue::builders::CreateGameSessionQueueInputBuilder {
&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::create_game_session_queue::CreateGameSessionQueueOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_game_session_queue::CreateGameSessionQueueError,
::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::create_game_session_queue::CreateGameSessionQueue::operation_runtime_plugins(
self.handle.runtime_plugins.clone(),
&self.handle.conf,
self.config_override,
);
crate::operation::create_game_session_queue::CreateGameSessionQueue::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::create_game_session_queue::CreateGameSessionQueueOutput,
crate::operation::create_game_session_queue::CreateGameSessionQueueError,
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 descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.name(input.into());
self
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_name(input);
self
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_name()
}
/// <p>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 <code>TIMED_OUT</code> status. By default, this property is set to <code>600</code>.</p>
pub fn timeout_in_seconds(mut self, input: i32) -> Self {
self.inner = self.inner.timeout_in_seconds(input);
self
}
/// <p>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 <code>TIMED_OUT</code> status. By default, this property is set to <code>600</code>.</p>
pub fn set_timeout_in_seconds(mut self, input: ::std::option::Option<i32>) -> Self {
self.inner = self.inner.set_timeout_in_seconds(input);
self
}
/// <p>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 <code>TIMED_OUT</code> status. By default, this property is set to <code>600</code>.</p>
pub fn get_timeout_in_seconds(&self) -> &::std::option::Option<i32> {
self.inner.get_timeout_in_seconds()
}
/// Appends an item to `PlayerLatencyPolicies`.
///
/// To override the contents of this collection use [`set_player_latency_policies`](Self::set_player_latency_policies).
///
/// <p>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.</p>
pub fn player_latency_policies(mut self, input: crate::types::PlayerLatencyPolicy) -> Self {
self.inner = self.inner.player_latency_policies(input);
self
}
/// <p>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.</p>
pub fn set_player_latency_policies(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::PlayerLatencyPolicy>>) -> Self {
self.inner = self.inner.set_player_latency_policies(input);
self
}
/// <p>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.</p>
pub fn get_player_latency_policies(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::PlayerLatencyPolicy>> {
self.inner.get_player_latency_policies()
}
/// Appends an item to `Destinations`.
///
/// To override the contents of this collection use [`set_destinations`](Self::set_destinations).
///
/// <p>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.</p>
pub fn destinations(mut self, input: crate::types::GameSessionQueueDestination) -> Self {
self.inner = self.inner.destinations(input);
self
}
/// <p>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.</p>
pub fn set_destinations(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameSessionQueueDestination>>) -> Self {
self.inner = self.inner.set_destinations(input);
self
}
/// <p>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.</p>
pub fn get_destinations(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameSessionQueueDestination>> {
self.inner.get_destinations()
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as <code>us-west-2</code>. If this parameter is not set, game sessions can be placed in any queue location.</p>
pub fn filter_configuration(mut self, input: crate::types::FilterConfiguration) -> Self {
self.inner = self.inner.filter_configuration(input);
self
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as <code>us-west-2</code>. If this parameter is not set, game sessions can be placed in any queue location.</p>
pub fn set_filter_configuration(mut self, input: ::std::option::Option<crate::types::FilterConfiguration>) -> Self {
self.inner = self.inner.set_filter_configuration(input);
self
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as <code>us-west-2</code>. If this parameter is not set, game sessions can be placed in any queue location.</p>
pub fn get_filter_configuration(&self) -> &::std::option::Option<crate::types::FilterConfiguration> {
self.inner.get_filter_configuration()
}
/// <p>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.</p>
pub fn priority_configuration(mut self, input: crate::types::PriorityConfiguration) -> Self {
self.inner = self.inner.priority_configuration(input);
self
}
/// <p>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.</p>
pub fn set_priority_configuration(mut self, input: ::std::option::Option<crate::types::PriorityConfiguration>) -> Self {
self.inner = self.inner.set_priority_configuration(input);
self
}
/// <p>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.</p>
pub fn get_priority_configuration(&self) -> &::std::option::Option<crate::types::PriorityConfiguration> {
self.inner.get_priority_configuration()
}
/// <p>Information to be added to all events that are related to this game session queue.</p>
pub fn custom_event_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.custom_event_data(input.into());
self
}
/// <p>Information to be added to all events that are related to this game session queue.</p>
pub fn set_custom_event_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_custom_event_data(input);
self
}
/// <p>Information to be added to all events that are related to this game session queue.</p>
pub fn get_custom_event_data(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_custom_event_data()
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html"> Setting up notifications for game session placement</a>.</p>
pub fn notification_target(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.notification_target(input.into());
self
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html"> Setting up notifications for game session placement</a>.</p>
pub fn set_notification_target(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_notification_target(input);
self
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html"> Setting up notifications for game session placement</a>.</p>
pub fn get_notification_target(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_notification_target()
}
/// Appends an item to `Tags`.
///
/// To override the contents of this collection use [`set_tags`](Self::set_tags).
///
/// <p>A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn tags(mut self, input: crate::types::Tag) -> Self {
self.inner = self.inner.tags(input);
self
}
/// <p>A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
self.inner = self.inner.set_tags(input);
self
}
/// <p>A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
self.inner.get_tags()
}
}