CreateContainerFleetFluentBuilder

Struct CreateContainerFleetFluentBuilder 

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pub struct CreateContainerFleetFluentBuilder { /* private fields */ }
Expand description

Fluent builder constructing a request to CreateContainerFleet.

Creates a managed fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your containerized game servers. Use this operation to define how to deploy a container architecture onto each fleet instance and configure fleet settings. You can create a container fleet in any Amazon Web Services Regions that Amazon GameLift Servers supports for multi-location fleets. A container fleet can be deployed to a single location or multiple locations. Container fleets are deployed with Amazon Linux 2023 as the instance operating system.

Define the fleet's container architecture using container group definitions. Each fleet can have one of the following container group types:

  • The game server container group runs your game server build and dependent software. Amazon GameLift Servers deploys one or more replicas of this container group to each fleet instance. The number of replicas depends on the computing capabilities of the fleet instance in use.

  • An optional per-instance container group might be used to run other software that only needs to run once per instance, such as background services, logging, or test processes. One per-instance container group is deployed to each fleet instance.

Each container group can include the definition for one or more containers. A container definition specifies a container image that is stored in an Amazon Elastic Container Registry (Amazon ECR) public or private repository.

Request options

Use this operation to make the following types of requests. Most fleet settings have default values, so you can create a working fleet with a minimal configuration and default values, which you can customize later.

  • Create a fleet with no container groups. You can configure a container fleet and then add container group definitions later. In this scenario, no fleet instances are deployed, and the fleet can't host game sessions until you add a game server container group definition. Provide the following required parameter values:

    • FleetRoleArn

  • Create a fleet with a game server container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

  • Create a fleet with a game server container group and a per-instance container group. Provide the following required parameter values:

    • FleetRoleArn

    • GameServerContainerGroupDefinitionName

    • PerInstanceContainerGroupDefinitionName

Results

If successful, this operation creates a new container fleet resource, places it in PENDING status, and initiates the fleet creation workflow. For fleets with container groups, this workflow starts a fleet deployment and transitions the status to ACTIVE. Fleets without a container group are placed in CREATED status.

You can update most of the properties of a fleet, including container group definitions, and deploy the update across all fleet instances. Use a fleet update to deploy a new game server version update across the container fleet.

Implementations§

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impl CreateContainerFleetFluentBuilder

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pub fn as_input(&self) -> &CreateContainerFleetInputBuilder

Access the CreateContainerFleet as a reference.

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pub async fn send( self, ) -> Result<CreateContainerFleetOutput, SdkError<CreateContainerFleetError, HttpResponse>>

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, which can be set when configuring the client.

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pub fn customize( self, ) -> CustomizableOperation<CreateContainerFleetOutput, CreateContainerFleetError, Self>

Consumes this builder, creating a customizable operation that can be modified before being sent.

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pub fn fleet_role_arn(self, input: impl Into<String>) -> Self

The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.

IAM role ARN values use the following pattern: arn:aws:iam::\[Amazon Web Services account\]:role/\[role name\].

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pub fn set_fleet_role_arn(self, input: Option<String>) -> Self

The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.

IAM role ARN values use the following pattern: arn:aws:iam::\[Amazon Web Services account\]:role/\[role name\].

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pub fn get_fleet_role_arn(&self) -> &Option<String>

The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created.

IAM role ARN values use the following pattern: arn:aws:iam::\[Amazon Web Services account\]:role/\[role name\].

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pub fn description(self, input: impl Into<String>) -> Self

A meaningful description of the container fleet.

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pub fn set_description(self, input: Option<String>) -> Self

A meaningful description of the container fleet.

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pub fn get_description(&self) -> &Option<String>

A meaningful description of the container fleet.

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pub fn game_server_container_group_definition_name( self, input: impl Into<String>, ) -> Self

A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

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pub fn set_game_server_container_group_definition_name( self, input: Option<String>, ) -> Self

A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

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pub fn get_game_server_container_group_definition_name(&self) -> &Option<String>

A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling CreateContainerGroupDefinition. This operation creates a ContainerGroupDefinition resource.

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pub fn per_instance_container_group_definition_name( self, input: impl Into<String>, ) -> Self

The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. This operation creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.

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pub fn set_per_instance_container_group_definition_name( self, input: Option<String>, ) -> Self

The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. This operation creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.

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pub fn get_per_instance_container_group_definition_name( &self, ) -> &Option<String>

The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.

Create a container group definition by calling https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html. This operation creates a https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.

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pub fn instance_connection_port_range(self, input: ConnectionPortRange) -> Self

The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn set_instance_connection_port_range( self, input: Option<ConnectionPortRange>, ) -> Self

The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn get_instance_connection_port_range(&self) -> &Option<ConnectionPortRange>

The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn instance_inbound_permissions(self, input: IpPermission) -> Self

Appends an item to InstanceInboundPermissions.

To override the contents of this collection use set_instance_inbound_permissions.

The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Protocol: UDP

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn set_instance_inbound_permissions( self, input: Option<Vec<IpPermission>>, ) -> Self

The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Protocol: UDP

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn get_instance_inbound_permissions(&self) -> &Option<Vec<IpPermission>>

The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished.

By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:

  • Protocol: UDP

  • Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + \[# of game server container groups per fleet instance\] * \[# of container ports in the game server container group definition\] + \[# of container ports in the game server container group definition\]

You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.

If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.

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pub fn game_server_container_groups_per_instance(self, input: i32) -> Self

The number of times to replicate the game server container group on each fleet instance.

By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.

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pub fn set_game_server_container_groups_per_instance( self, input: Option<i32>, ) -> Self

The number of times to replicate the game server container group on each fleet instance.

By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.

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pub fn get_game_server_container_groups_per_instance(&self) -> &Option<i32>

The number of times to replicate the game server container group on each fleet instance.

By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.

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pub fn instance_type(self, input: impl Into<String>) -> Self

The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.

By default, Amazon GameLift Servers selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

You can't update this fleet property later.

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pub fn set_instance_type(self, input: Option<String>) -> Self

The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.

By default, Amazon GameLift Servers selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

You can't update this fleet property later.

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pub fn get_instance_type(&self) -> &Option<String>

The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.

By default, Amazon GameLift Servers selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

You can't update this fleet property later.

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pub fn billing_type(self, input: ContainerFleetBillingType) -> Self

Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

By default, this property is set to ON_DEMAND.

You can't update this fleet property later.

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pub fn set_billing_type(self, input: Option<ContainerFleetBillingType>) -> Self

Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

By default, this property is set to ON_DEMAND.

You can't update this fleet property later.

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pub fn get_billing_type(&self) -> &Option<ContainerFleetBillingType>

Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.

By default, this property is set to ON_DEMAND.

You can't update this fleet property later.

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pub fn locations(self, input: LocationConfiguration) -> Self

Appends an item to Locations.

To override the contents of this collection use set_locations.

A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

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pub fn set_locations(self, input: Option<Vec<LocationConfiguration>>) -> Self

A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

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pub fn get_locations(&self) -> &Option<Vec<LocationConfiguration>>

A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

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pub fn metric_groups(self, input: impl Into<String>) -> Self

Appends an item to MetricGroups.

To override the contents of this collection use set_metric_groups.

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.

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pub fn set_metric_groups(self, input: Option<Vec<String>>) -> Self

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.

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pub fn get_metric_groups(&self) -> &Option<Vec<String>>

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group, but you can change this value at any time.

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pub fn new_game_session_protection_policy(self, input: ProtectionPolicy) -> Self

Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

  • NoProtection -- Game sessions can be shut down during active gameplay.

  • FullProtection -- Game sessions in ACTIVE status can't be shut down.

By default, this property is set to NoProtection.

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pub fn set_new_game_session_protection_policy( self, input: Option<ProtectionPolicy>, ) -> Self

Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

  • NoProtection -- Game sessions can be shut down during active gameplay.

  • FullProtection -- Game sessions in ACTIVE status can't be shut down.

By default, this property is set to NoProtection.

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pub fn get_new_game_session_protection_policy( &self, ) -> &Option<ProtectionPolicy>

Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.

  • NoProtection -- Game sessions can be shut down during active gameplay.

  • FullProtection -- Game sessions in ACTIVE status can't be shut down.

By default, this property is set to NoProtection.

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pub fn game_session_creation_limit_policy( self, input: GameSessionCreationLimitPolicy, ) -> Self

A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

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pub fn set_game_session_creation_limit_policy( self, input: Option<GameSessionCreationLimitPolicy>, ) -> Self

A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

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pub fn get_game_session_creation_limit_policy( &self, ) -> &Option<GameSessionCreationLimitPolicy>

A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.

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pub fn log_configuration(self, input: LogConfiguration) -> Self

A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:

  • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.

  • S3 -- Store logs in an Amazon S3 bucket that you define.

  • NONE -- Don't collect container logs.

By default, this property is set to CLOUDWATCH.

Amazon GameLift Servers requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).

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pub fn set_log_configuration(self, input: Option<LogConfiguration>) -> Self

A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:

  • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.

  • S3 -- Store logs in an Amazon S3 bucket that you define.

  • NONE -- Don't collect container logs.

By default, this property is set to CLOUDWATCH.

Amazon GameLift Servers requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).

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pub fn get_log_configuration(&self) -> &Option<LogConfiguration>

A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:

  • CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.

  • S3 -- Store logs in an Amazon S3 bucket that you define.

  • NONE -- Don't collect container logs.

By default, this property is set to CLOUDWATCH.

Amazon GameLift Servers requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).

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pub fn tags(self, input: Tag) -> Self

Appends an item to Tags.

To override the contents of this collection use set_tags.

A list of labels to assign to the new fleet 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 Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

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pub fn set_tags(self, input: Option<Vec<Tag>>) -> Self

A list of labels to assign to the new fleet 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 Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

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pub fn get_tags(&self) -> &Option<Vec<Tag>>

A list of labels to assign to the new fleet 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 Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.

Trait Implementations§

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impl Clone for CreateContainerFleetFluentBuilder

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fn clone(&self) -> CreateContainerFleetFluentBuilder

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CreateContainerFleetFluentBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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Set foreground color to white using fg():

use yansi::{Paint, Color};

painted.fg(Color::White);

Set foreground color to white using white().

use yansi::Paint;

painted.white();
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fn primary(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Primary].

§Example
println!("{}", value.primary());
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fn fixed(&self, color: u8) -> Painted<&T>

Returns self with the fg() set to [Color :: Fixed].

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println!("{}", value.fixed(color));
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fn rgb(&self, r: u8, g: u8, b: u8) -> Painted<&T>

Returns self with the fg() set to [Color :: Rgb].

§Example
println!("{}", value.rgb(r, g, b));
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fn black(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Black].

§Example
println!("{}", value.black());
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fn red(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Red].

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println!("{}", value.red());
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fn green(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Green].

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println!("{}", value.green());
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fn yellow(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Yellow].

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println!("{}", value.yellow());
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fn blue(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Blue].

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println!("{}", value.blue());
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fn magenta(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Magenta].

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println!("{}", value.magenta());
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fn cyan(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: Cyan].

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println!("{}", value.cyan());
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fn white(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: White].

§Example
println!("{}", value.white());
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fn bright_black(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightBlack].

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println!("{}", value.bright_black());
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fn bright_red(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightRed].

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println!("{}", value.bright_red());
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fn bright_green(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightGreen].

§Example
println!("{}", value.bright_green());
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fn bright_yellow(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightYellow].

§Example
println!("{}", value.bright_yellow());
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fn bright_blue(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightBlue].

§Example
println!("{}", value.bright_blue());
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fn bright_magenta(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightMagenta].

§Example
println!("{}", value.bright_magenta());
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fn bright_cyan(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightCyan].

§Example
println!("{}", value.bright_cyan());
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fn bright_white(&self) -> Painted<&T>

Returns self with the fg() set to [Color :: BrightWhite].

§Example
println!("{}", value.bright_white());
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fn bg(&self, value: Color) -> Painted<&T>

Returns a styled value derived from self with the background set to value.

This method should be used rarely. Instead, prefer to use color-specific builder methods like on_red() and on_green(), which have the same functionality but are pithier.

§Example

Set background color to red using fg():

use yansi::{Paint, Color};

painted.bg(Color::Red);

Set background color to red using on_red().

use yansi::Paint;

painted.on_red();
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fn on_primary(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Primary].

§Example
println!("{}", value.on_primary());
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fn on_fixed(&self, color: u8) -> Painted<&T>

Returns self with the bg() set to [Color :: Fixed].

§Example
println!("{}", value.on_fixed(color));
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fn on_rgb(&self, r: u8, g: u8, b: u8) -> Painted<&T>

Returns self with the bg() set to [Color :: Rgb].

§Example
println!("{}", value.on_rgb(r, g, b));
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fn on_black(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Black].

§Example
println!("{}", value.on_black());
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fn on_red(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Red].

§Example
println!("{}", value.on_red());
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fn on_green(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Green].

§Example
println!("{}", value.on_green());
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fn on_yellow(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Yellow].

§Example
println!("{}", value.on_yellow());
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fn on_blue(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Blue].

§Example
println!("{}", value.on_blue());
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fn on_magenta(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Magenta].

§Example
println!("{}", value.on_magenta());
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fn on_cyan(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: Cyan].

§Example
println!("{}", value.on_cyan());
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fn on_white(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: White].

§Example
println!("{}", value.on_white());
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fn on_bright_black(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightBlack].

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println!("{}", value.on_bright_black());
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fn on_bright_red(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightRed].

§Example
println!("{}", value.on_bright_red());
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fn on_bright_green(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightGreen].

§Example
println!("{}", value.on_bright_green());
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fn on_bright_yellow(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightYellow].

§Example
println!("{}", value.on_bright_yellow());
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fn on_bright_blue(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightBlue].

§Example
println!("{}", value.on_bright_blue());
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fn on_bright_magenta(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightMagenta].

§Example
println!("{}", value.on_bright_magenta());
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fn on_bright_cyan(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightCyan].

§Example
println!("{}", value.on_bright_cyan());
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fn on_bright_white(&self) -> Painted<&T>

Returns self with the bg() set to [Color :: BrightWhite].

§Example
println!("{}", value.on_bright_white());
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fn attr(&self, value: Attribute) -> Painted<&T>

Enables the styling Attribute value.

This method should be used rarely. Instead, prefer to use attribute-specific builder methods like bold() and underline(), which have the same functionality but are pithier.

§Example

Make text bold using attr():

use yansi::{Paint, Attribute};

painted.attr(Attribute::Bold);

Make text bold using using bold().

use yansi::Paint;

painted.bold();
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fn bold(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Bold].

§Example
println!("{}", value.bold());
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fn dim(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Dim].

§Example
println!("{}", value.dim());
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fn italic(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Italic].

§Example
println!("{}", value.italic());
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fn underline(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Underline].

§Example
println!("{}", value.underline());

Returns self with the attr() set to [Attribute :: Blink].

§Example
println!("{}", value.blink());

Returns self with the attr() set to [Attribute :: RapidBlink].

§Example
println!("{}", value.rapid_blink());
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fn invert(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Invert].

§Example
println!("{}", value.invert());
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fn conceal(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Conceal].

§Example
println!("{}", value.conceal());
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fn strike(&self) -> Painted<&T>

Returns self with the attr() set to [Attribute :: Strike].

§Example
println!("{}", value.strike());
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fn quirk(&self, value: Quirk) -> Painted<&T>

Enables the yansi Quirk value.

This method should be used rarely. Instead, prefer to use quirk-specific builder methods like mask() and wrap(), which have the same functionality but are pithier.

§Example

Enable wrapping using .quirk():

use yansi::{Paint, Quirk};

painted.quirk(Quirk::Wrap);

Enable wrapping using wrap().

use yansi::Paint;

painted.wrap();
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fn mask(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Mask].

§Example
println!("{}", value.mask());
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fn wrap(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Wrap].

§Example
println!("{}", value.wrap());
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fn linger(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Linger].

§Example
println!("{}", value.linger());
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fn clear(&self) -> Painted<&T>

👎Deprecated since 1.0.1: renamed to resetting() due to conflicts with Vec::clear(). The clear() method will be removed in a future release.

Returns self with the quirk() set to [Quirk :: Clear].

§Example
println!("{}", value.clear());
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fn resetting(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Resetting].

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println!("{}", value.resetting());
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fn bright(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: Bright].

§Example
println!("{}", value.bright());
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fn on_bright(&self) -> Painted<&T>

Returns self with the quirk() set to [Quirk :: OnBright].

§Example
println!("{}", value.on_bright());
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fn whenever(&self, value: Condition) -> Painted<&T>

Conditionally enable styling based on whether the Condition value applies. Replaces any previous condition.

See the crate level docs for more details.

§Example

Enable styling painted only when both stdout and stderr are TTYs:

use yansi::{Paint, Condition};

painted.red().on_yellow().whenever(Condition::STDOUTERR_ARE_TTY);
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fn new(self) -> Painted<Self>
where Self: Sized,

Create a new Painted with a default Style. Read more
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fn paint<S>(&self, style: S) -> Painted<&Self>
where S: Into<Style>,

Apply a style wholesale to self. Any previous style is replaced. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ErasedDestructor for T
where T: 'static,