CreateFleetFluentBuilder

Struct CreateFleetFluentBuilder 

Source
pub struct CreateFleetFluentBuilder { /* private fields */ }
Expand description

Fluent builder constructing a request to CreateFleet.

Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:

Managed EC2 fleet

An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift Servers manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute.

To create an EC2 fleet, provide these required parameters:

  • Either BuildId or ScriptId

  • ComputeType set to EC2 (the default value)

  • EC2InboundPermissions

  • EC2InstanceType

  • FleetType

  • Name

  • RuntimeConfiguration with at least one ServerProcesses configuration

If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift Servers initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.

When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.

Anywhere fleet

An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift Servers. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.

To create an Anywhere fleet, provide these required parameters:

  • ComputeType set to ANYWHERE

  • Locations specifying a custom location

  • Name

If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Implementations§

Source§

impl CreateFleetFluentBuilder

Source

pub fn as_input(&self) -> &CreateFleetInputBuilder

Access the CreateFleet as a reference.

Source

pub async fn send( self, ) -> Result<CreateFleetOutput, SdkError<CreateFleetError, 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.

Source

pub fn customize( self, ) -> CustomizableOperation<CreateFleetOutput, CreateFleetError, Self>

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

Source

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

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Source

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

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Source

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

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

Source

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

A description for the fleet.

Source

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

A description for the fleet.

Source

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

A description for the fleet.

Source

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

The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in READY status. This fleet property can't be changed after the fleet is created.

Source

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

The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in READY status. This fleet property can't be changed after the fleet is created.

Source

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

The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in READY status. This fleet property can't be changed after the fleet is created.

Source

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

The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.

Source

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

The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.

Source

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

The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.

Source

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

Source

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

Appends an item to LogPaths.

To override the contents of this collection use set_log_paths.

This parameter is no longer used. To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Servers Developer Guide.

Source

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

This parameter is no longer used. To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Servers Developer Guide.

Source

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

This parameter is no longer used. To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Servers Developer Guide.

Source

pub fn ec2_instance_type(self, input: Ec2InstanceType) -> Self

The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

Source

pub fn set_ec2_instance_type(self, input: Option<Ec2InstanceType>) -> Self

The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

Source

pub fn get_ec2_instance_type(&self) -> &Option<Ec2InstanceType>

The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.

Source

pub fn ec2_inbound_permissions(self, input: IpPermission) -> Self

Appends an item to EC2InboundPermissions.

To override the contents of this collection use set_ec2_inbound_permissions.

The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.

Source

pub fn set_ec2_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. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.

Source

pub fn get_ec2_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. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.

Source

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Source

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Source

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

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

  • NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.

  • FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.

Source

pub fn runtime_configuration(self, input: RuntimeConfiguration) -> Self

Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Source

pub fn set_runtime_configuration( self, input: Option<RuntimeConfiguration>, ) -> Self

Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Source

pub fn get_runtime_configuration(&self) -> &Option<RuntimeConfiguration>

Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.

This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

Source

pub fn resource_creation_limit_policy( self, input: ResourceCreationLimitPolicy, ) -> Self

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

Source

pub fn set_resource_creation_limit_policy( self, input: Option<ResourceCreationLimitPolicy>, ) -> Self

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

Source

pub fn get_resource_creation_limit_policy( &self, ) -> &Option<ResourceCreationLimitPolicy>

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

Source

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. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Source

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. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Source

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

The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

Source

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

Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

Source

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

Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

Source

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

Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.

Source

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

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

Source

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

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

Source

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

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.

Source

pub fn fleet_type(self, input: FleetType) -> Self

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

Source

pub fn set_fleet_type(self, input: Option<FleetType>) -> Self

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

Source

pub fn get_fleet_type(&self) -> &Option<FleetType>

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

Source

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

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.

Source

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

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.

Source

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

A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This fleet property can't be changed after the fleet is created.

Source

pub fn certificate_configuration(self, input: CertificateConfiguration) -> Self

Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

Source

pub fn set_certificate_configuration( self, input: Option<CertificateConfiguration>, ) -> Self

Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

Source

pub fn get_certificate_configuration(&self) -> &Option<CertificateConfiguration>

Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.

Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.

ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.

Source

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 remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. 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. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

Source

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

A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. 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. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

Source

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

A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. 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. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see Amazon GameLift Servers service locations for managed hosting.

Source

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.

Source

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.

Source

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.

Source

pub fn compute_type(self, input: ComputeType) -> Self

The type of compute resource used to host your game servers.

  • EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.

  • ANYWHERE – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration parameter.

Source

pub fn set_compute_type(self, input: Option<ComputeType>) -> Self

The type of compute resource used to host your game servers.

  • EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.

  • ANYWHERE – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration parameter.

Source

pub fn get_compute_type(&self) -> &Option<ComputeType>

The type of compute resource used to host your game servers.

  • EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.

  • ANYWHERE – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration parameter.

Source

pub fn anywhere_configuration(self, input: AnywhereConfiguration) -> Self

Amazon GameLift Servers Anywhere configuration options.

Source

pub fn set_anywhere_configuration( self, input: Option<AnywhereConfiguration>, ) -> Self

Amazon GameLift Servers Anywhere configuration options.

Source

pub fn get_anywhere_configuration(&self) -> &Option<AnywhereConfiguration>

Amazon GameLift Servers Anywhere configuration options.

Source

pub fn instance_role_credentials_provider( self, input: InstanceRoleCredentialsProvider, ) -> Self

Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

Source

pub fn set_instance_role_credentials_provider( self, input: Option<InstanceRoleCredentialsProvider>, ) -> Self

Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

Source

pub fn get_instance_role_credentials_provider( &self, ) -> &Option<InstanceRoleCredentialsProvider>

Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.

Trait Implementations§

Source§

impl Clone for CreateFleetFluentBuilder

Source§

fn clone(&self) -> CreateFleetFluentBuilder

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for CreateFleetFluentBuilder

Source§

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

Formats the value using the given formatter. Read more

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> IntoEither for T

Source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

impl<Unshared, Shared> IntoShared<Shared> for Unshared
where Shared: FromUnshared<Unshared>,

Source§

fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
Source§

impl<T> Paint for T
where T: ?Sized,

Source§

fn fg(&self, value: Color) -> Painted<&T>

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

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

§Example

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();
Source§

fn primary(&self) -> Painted<&T>

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

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

fn fixed(&self, color: u8) -> Painted<&T>

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

§Example
println!("{}", value.fixed(color));
Source§

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));
Source§

fn black(&self) -> Painted<&T>

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

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

fn red(&self) -> Painted<&T>

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

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

fn green(&self) -> Painted<&T>

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

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

fn yellow(&self) -> Painted<&T>

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

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

fn blue(&self) -> Painted<&T>

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

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

fn magenta(&self) -> Painted<&T>

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

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

fn cyan(&self) -> Painted<&T>

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

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

fn white(&self) -> Painted<&T>

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

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

fn bright_black(&self) -> Painted<&T>

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

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

fn bright_red(&self) -> Painted<&T>

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

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

fn bright_green(&self) -> Painted<&T>

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

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

fn bright_yellow(&self) -> Painted<&T>

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

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

fn bright_blue(&self) -> Painted<&T>

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

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

fn bright_magenta(&self) -> Painted<&T>

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

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

fn bright_cyan(&self) -> Painted<&T>

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

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

fn bright_white(&self) -> Painted<&T>

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

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

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();
Source§

fn on_primary(&self) -> Painted<&T>

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

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

fn on_fixed(&self, color: u8) -> Painted<&T>

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

§Example
println!("{}", value.on_fixed(color));
Source§

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));
Source§

fn on_black(&self) -> Painted<&T>

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

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

fn on_red(&self) -> Painted<&T>

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

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

fn on_green(&self) -> Painted<&T>

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

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

fn on_yellow(&self) -> Painted<&T>

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

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

fn on_blue(&self) -> Painted<&T>

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

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

fn on_magenta(&self) -> Painted<&T>

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

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

fn on_cyan(&self) -> Painted<&T>

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

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

fn on_white(&self) -> Painted<&T>

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

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

fn on_bright_black(&self) -> Painted<&T>

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

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

fn on_bright_red(&self) -> Painted<&T>

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

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

fn on_bright_green(&self) -> Painted<&T>

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

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

fn on_bright_yellow(&self) -> Painted<&T>

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

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

fn on_bright_blue(&self) -> Painted<&T>

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

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

fn on_bright_magenta(&self) -> Painted<&T>

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

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

fn on_bright_cyan(&self) -> Painted<&T>

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

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

fn on_bright_white(&self) -> Painted<&T>

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

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

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();
Source§

fn bold(&self) -> Painted<&T>

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

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

fn dim(&self) -> Painted<&T>

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

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

fn italic(&self) -> Painted<&T>

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

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

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());
Source§

fn invert(&self) -> Painted<&T>

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

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

fn conceal(&self) -> Painted<&T>

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

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

fn strike(&self) -> Painted<&T>

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

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

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();
Source§

fn mask(&self) -> Painted<&T>

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

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

fn wrap(&self) -> Painted<&T>

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

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

fn linger(&self) -> Painted<&T>

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

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

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());
Source§

fn resetting(&self) -> Painted<&T>

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

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

fn bright(&self) -> Painted<&T>

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

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

fn on_bright(&self) -> Painted<&T>

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

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

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);
Source§

fn new(self) -> Painted<Self>
where Self: Sized,

Create a new Painted with a default Style. Read more
Source§

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
Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

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

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> WithSubscriber for T

Source§

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
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

impl<T> ErasedDestructor for T
where T: 'static,