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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::update_runtime_configuration::_update_runtime_configuration_output::UpdateRuntimeConfigurationOutputBuilder;

pub use crate::operation::update_runtime_configuration::_update_runtime_configuration_input::UpdateRuntimeConfigurationInputBuilder;

impl crate::operation::update_runtime_configuration::builders::UpdateRuntimeConfigurationInputBuilder {
    /// 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_runtime_configuration::UpdateRuntimeConfigurationOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let mut fluent_builder = client.update_runtime_configuration();
        fluent_builder.inner = self;
        fluent_builder.send().await
    }
}
/// Fluent builder constructing a request to `UpdateRuntimeConfiguration`.
///
/// <p>Updates the runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on computes in the fleet. For managed EC2 fleets, it determines what server processes to run on each fleet instance. For container fleets, it describes what server processes to run in each replica container group. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in <code>ACTIVE</code> status.</p>
/// <p>To update runtime configuration, specify the fleet ID and provide a <code>RuntimeConfiguration</code> with an updated set of server process configurations.</p>
/// <p>If successful, the fleet's runtime configuration settings are updated. Fleet computes that run game server processes regularly check for and receive updated runtime configurations. The computes immediately take action to comply with the new configuration by launching new server processes or by not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.</p>
/// <p><b>Learn more</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up Amazon GameLift fleets</a></p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct UpdateRuntimeConfigurationFluentBuilder {
    handle: ::std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::update_runtime_configuration::builders::UpdateRuntimeConfigurationInputBuilder,
    config_override: ::std::option::Option<crate::config::Builder>,
}
impl
    crate::client::customize::internal::CustomizableSend<
        crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationOutput,
        crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
    > for UpdateRuntimeConfigurationFluentBuilder
{
    fn send(
        self,
        config_override: crate::config::Builder,
    ) -> crate::client::customize::internal::BoxFuture<
        crate::client::customize::internal::SendResult<
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationOutput,
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
        >,
    > {
        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
    }
}
impl UpdateRuntimeConfigurationFluentBuilder {
    /// Creates a new `UpdateRuntimeConfigurationFluentBuilder`.
    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 UpdateRuntimeConfiguration as a reference.
    pub fn as_input(&self) -> &crate::operation::update_runtime_configuration::builders::UpdateRuntimeConfigurationInputBuilder {
        &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_runtime_configuration::UpdateRuntimeConfigurationOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
            ::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_runtime_configuration::UpdateRuntimeConfiguration::operation_runtime_plugins(
            self.handle.runtime_plugins.clone(),
            &self.handle.conf,
            self.config_override,
        );
        crate::operation::update_runtime_configuration::UpdateRuntimeConfiguration::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_runtime_configuration::UpdateRuntimeConfigurationOutput,
        crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
        Self,
    > {
        crate::client::customize::CustomizableOperation::new(self)
    }
    pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
        self.set_config_override(::std::option::Option::Some(config_override.into()));
        self
    }

    pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
        self.config_override = config_override;
        self
    }
    /// <p>A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.</p>
    pub fn fleet_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.fleet_id(input.into());
        self
    }
    /// <p>A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.</p>
    pub fn set_fleet_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_fleet_id(input);
        self
    }
    /// <p>A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.</p>
    pub fn get_fleet_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_fleet_id()
    }
    /// <p>Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.</p>
    pub fn runtime_configuration(mut self, input: crate::types::RuntimeConfiguration) -> Self {
        self.inner = self.inner.runtime_configuration(input);
        self
    }
    /// <p>Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.</p>
    pub fn set_runtime_configuration(mut self, input: ::std::option::Option<crate::types::RuntimeConfiguration>) -> Self {
        self.inner = self.inner.set_runtime_configuration(input);
        self
    }
    /// <p>Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.</p>
    pub fn get_runtime_configuration(&self) -> &::std::option::Option<crate::types::RuntimeConfiguration> {
        self.inner.get_runtime_configuration()
    }
}