CreateGameServerGroupFluentBuilder

Struct CreateGameServerGroupFluentBuilder 

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

Fluent builder constructing a request to CreateGameServerGroup.

This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.

Creates a Amazon GameLift Servers FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift Servers console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

  • An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.

  • An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift Servers FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift Servers FleetIQ Developer Guide.

To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift Servers FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift Servers FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

Amazon GameLift Servers FleetIQ Guide

Implementations§

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impl CreateGameServerGroupFluentBuilder

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pub fn as_input(&self) -> &CreateGameServerGroupInputBuilder

Access the CreateGameServerGroup as a reference.

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pub async fn send( self, ) -> Result<CreateGameServerGroupOutput, SdkError<CreateGameServerGroupError, 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<CreateGameServerGroupOutput, CreateGameServerGroupError, Self>

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

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

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift Servers FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

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

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift Servers FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

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

An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift Servers FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.

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

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

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

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

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

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.

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

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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

The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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

The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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pub fn launch_template(self, input: LaunchTemplateSpecification) -> Self

The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift Servers FleetIQ uses your account's default VPC.

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pub fn set_launch_template( self, input: Option<LaunchTemplateSpecification>, ) -> Self

The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift Servers FleetIQ uses your account's default VPC.

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pub fn get_launch_template(&self) -> &Option<LaunchTemplateSpecification>

The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift Servers FleetIQ uses your account's default VPC.

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pub fn instance_definitions(self, input: InstanceDefinition) -> Self

Appends an item to InstanceDefinitions.

To override the contents of this collection use set_instance_definitions.

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

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pub fn set_instance_definitions( self, input: Option<Vec<InstanceDefinition>>, ) -> Self

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

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pub fn get_instance_definitions(&self) -> &Option<Vec<InstanceDefinition>>

The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.

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pub fn auto_scaling_policy( self, input: GameServerGroupAutoScalingPolicy, ) -> Self

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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pub fn set_auto_scaling_policy( self, input: Option<GameServerGroupAutoScalingPolicy>, ) -> Self

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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pub fn get_auto_scaling_policy( &self, ) -> &Option<GameServerGroupAutoScalingPolicy>

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.

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pub fn balancing_strategy(self, input: BalancingStrategy) -> Self

Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

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pub fn set_balancing_strategy(self, input: Option<BalancingStrategy>) -> Self

Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

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pub fn get_balancing_strategy(&self) -> &Option<BalancingStrategy>

Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.

  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.

  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

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pub fn game_server_protection_policy( self, input: GameServerProtectionPolicy, ) -> Self

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

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pub fn set_game_server_protection_policy( self, input: Option<GameServerProtectionPolicy>, ) -> Self

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

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pub fn get_game_server_protection_policy( &self, ) -> &Option<GameServerProtectionPolicy>

A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.

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

Appends an item to VpcSubnets.

To override the contents of this collection use set_vpc_subnets.

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift Servers FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

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

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift Servers FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

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

A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift Servers FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.

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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 game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is 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 game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is 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 game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is 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 CreateGameServerGroupFluentBuilder

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fn clone(&self) -> CreateGameServerGroupFluentBuilder

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 CreateGameServerGroupFluentBuilder

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

Formats the value using the given formatter. Read more

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Enables the yansi Quirk value.

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

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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.

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